libretro-tyrquake/common/world.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// world.c -- world query functions
#include "bspfile.h"
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#include "console.h"
#include "mathlib.h"
#include "model.h"
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#include "progs.h"
#include "server.h"
#include "world.h"
#ifdef NQ_HACK
#include "host.h"
#include "quakedef.h"
#include "sys.h"
/* FIXME - quick hack to enable merging of NQ/QWSV shared code */
#define SV_Error Sys_Error
#endif
#if defined(QW_HACK) && defined(SERVERONLY)
#include "qwsvdef.h"
#include "pmove.h"
#endif
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/*
entities never clip against themselves, or their owner
line of sight checks trace->crosscontent, but bullets don't
*/
typedef struct {
vec3_t mins;
vec3_t maxs;
} bounds_t;
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typedef struct {
bounds_t move; /* enclose the test object along entire move */
bounds_t object; /* size of the moving object */
bounds_t monster; /* size when clipping against monsters */
vec3_t start, end;
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trace_t trace;
movetype_t type;
const edict_t *passedict;
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} moveclip_t;
int SV_HullPointContents(const hull_t *hull, int num, const vec3_t point);
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/*
===============================================================================
HULL BOXES
===============================================================================
*/
static hull_t box_hull;
static mclipnode_t box_clipnodes[6];
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static mplane_t box_planes[6];
/*
===================
SV_InitBoxHull
Set up the planes and clipnodes so that the six floats of a bounding box
can just be stored out and get a proper hull_t structure.
===================
*/
static void
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SV_InitBoxHull(void)
{
int i;
int side;
box_hull.clipnodes = box_clipnodes;
box_hull.planes = box_planes;
box_hull.firstclipnode = 0;
box_hull.lastclipnode = 5;
for (i = 0; i < 6; i++) {
box_clipnodes[i].planenum = i;
side = i & 1;
box_clipnodes[i].children[side] = CONTENTS_EMPTY;
if (i != 5)
box_clipnodes[i].children[side ^ 1] = i + 1;
else
box_clipnodes[i].children[side ^ 1] = CONTENTS_SOLID;
box_planes[i].type = i >> 1;
box_planes[i].normal[i >> 1] = 1;
}
}
/*
===================
SV_HullForBox
To keep everything totally uniform, bounding boxes are turned into small
BSP trees instead of being compared directly.
===================
*/
static const hull_t *
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SV_HullForBox(vec3_t mins, vec3_t maxs)
{
box_planes[0].dist = maxs[0];
box_planes[1].dist = mins[0];
box_planes[2].dist = maxs[1];
box_planes[3].dist = mins[1];
box_planes[4].dist = maxs[2];
box_planes[5].dist = mins[2];
return &box_hull;
}
/*
================
SV_HullForEntity
Returns a hull that can be used for testing or clipping an object of mins/maxs
size.
Offset is filled in to contain the adjustment that must be added to the
testing object's origin to get a point to use with the returned hull.
================
*/
static const hull_t *
SV_HullForEntity(const edict_t *ent, const vec3_t mins, const vec3_t maxs,
vec3_t offset)
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{
const model_t *model;
const hull_t *hull;
vec3_t hullmins, hullmaxs, size;
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// decide which clipping hull to use, based on the size
if (ent->v.solid == SOLID_BSP) { // explicit hulls in the BSP model
if (ent->v.movetype != MOVETYPE_PUSH)
SV_Error("SOLID_BSP without MOVETYPE_PUSH");
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model = sv.models[(int)ent->v.modelindex];
if (!model || model->type != mod_brush)
SV_Error("MOVETYPE_PUSH with a non bsp model");
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VectorSubtract(maxs, mins, size);
if (size[0] < 3)
hull = &model->hulls[0];
else if (size[0] <= 32)
hull = &model->hulls[1];
else
hull = &model->hulls[2];
// calculate an offset value to center the origin
VectorSubtract(hull->clip_mins, mins, offset);
VectorAdd(offset, ent->v.origin, offset);
} else {
/* create a temp hull from bounding box sizes */
VectorSubtract(ent->v.mins, maxs, hullmins);
VectorSubtract(ent->v.maxs, mins, hullmaxs);
hull = SV_HullForBox(hullmins, hullmaxs);
VectorCopy(ent->v.origin, offset);
}
return hull;
}
/*
===============================================================================
ENTITY AREA CHECKING
===============================================================================
*/
typedef struct areanode_s {
int axis; // -1 = leaf node
float dist;
struct areanode_s *children[2];
link_t trigger_edicts;
link_t solid_edicts;
} areanode_t;
#define AREA_DEPTH 4
#define AREA_NODES 32
static areanode_t sv_areanodes[AREA_NODES];
static int sv_numareanodes;
#if defined(QW_HACK) && defined(SERVERONLY)
/*
====================
AddLinksToPmove
====================
*/
static void
SV_AddLinksToPmove_r(const areanode_t *node, const vec3_t mins,
const vec3_t maxs)
{
const link_t *l, *next;
const edict_t *check;
int pl;
int i;
physent_t *pe;
pl = EDICT_TO_PROG(sv_player);
// touch linked edicts
for (l = node->solid_edicts.next; l != &node->solid_edicts; l = next) {
next = l->next;
check = EDICT_FROM_AREA(l);
if (check->v.owner == pl)
continue; // player's own missile
if (check->v.solid == SOLID_BSP
|| check->v.solid == SOLID_BBOX
|| check->v.solid == SOLID_SLIDEBOX) {
if (check == sv_player)
continue;
for (i = 0; i < 3; i++)
if (check->v.absmin[i] > maxs[i]
|| check->v.absmax[i] < mins[i])
break;
if (i != 3)
continue;
if (pmove.numphysent == MAX_PHYSENTS)
return;
pe = &pmove.physents[pmove.numphysent];
pmove.numphysent++;
VectorCopy(check->v.origin, pe->origin);
pe->info = NUM_FOR_EDICT(check);
if (check->v.solid == SOLID_BSP)
pe->model = sv.models[(int)(check->v.modelindex)];
else {
pe->model = NULL;
VectorCopy(check->v.mins, pe->mins);
VectorCopy(check->v.maxs, pe->maxs);
}
}
}
// recurse down both sides
if (node->axis == -1)
return;
if (maxs[node->axis] > node->dist)
SV_AddLinksToPmove_r(node->children[0], mins, maxs);
if (mins[node->axis] < node->dist)
SV_AddLinksToPmove_r(node->children[1], mins, maxs);
}
void
SV_AddLinksToPmove(const vec3_t mins, const vec3_t maxs)
{
SV_AddLinksToPmove_r(sv_areanodes, mins, maxs);
}
#endif
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/*
===============
SV_CreateAreaNode
===============
*/
static areanode_t *
SV_CreateAreaNode(int depth, const vec3_t mins, const vec3_t maxs)
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{
areanode_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
if (sv_numareanodes == AREA_NODES)
SV_Error("%s: sv_numareanodes == AREA_NODES", __func__);
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anode = &sv_areanodes[sv_numareanodes];
sv_numareanodes++;
ClearLink(&anode->trigger_edicts);
ClearLink(&anode->solid_edicts);
if (depth == AREA_DEPTH) {
anode->axis = -1;
anode->children[0] = anode->children[1] = NULL;
return anode;
}
VectorSubtract(maxs, mins, size);
if (size[0] > size[1])
anode->axis = 0;
else
anode->axis = 1;
anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
VectorCopy(mins, mins1);
VectorCopy(mins, mins2);
VectorCopy(maxs, maxs1);
VectorCopy(maxs, maxs2);
maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
anode->children[0] = SV_CreateAreaNode(depth + 1, mins2, maxs2);
anode->children[1] = SV_CreateAreaNode(depth + 1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void
SV_ClearWorld(void)
{
SV_InitBoxHull();
memset(sv_areanodes, 0, sizeof(sv_areanodes));
sv_numareanodes = 0;
SV_CreateAreaNode(0, sv.worldmodel->mins, sv.worldmodel->maxs);
}
/*
===============
SV_UnlinkEdict
===============
*/
void
SV_UnlinkEdict(edict_t *ent)
{
if (!ent->area.prev)
return; // not linked in anywhere
RemoveLink(&ent->area);
ent->area.prev = ent->area.next = NULL;
}
/*
====================
SV_TouchLinks
====================
*/
static void
SV_TouchLinks(edict_t *ent, const areanode_t *node)
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{
link_t *l, *next;
edict_t *touch;
int old_self, old_other;
/* touch linked edicts */
for (l = node->trigger_edicts.next; l != &node->trigger_edicts; l = next) {
/*
* FIXME - Just paranoia? Check if this can really happen...
* (I think it was related to the E2M2 drawbridge bug)
*/
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if (!l || !l->next)
#ifdef NQ_HACK
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Host_Error("%s: encountered NULL link", __func__);
#endif
#if defined(QW_HACK) && defined(SERVERONLY)
SV_Error("%s: encountered NULL link", __func__);
#endif
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next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch == ent)
continue;
if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
continue;
if (ent->v.absmin[0] > touch->v.absmax[0]
|| ent->v.absmin[1] > touch->v.absmax[1]
|| ent->v.absmin[2] > touch->v.absmax[2]
|| ent->v.absmax[0] < touch->v.absmin[0]
|| ent->v.absmax[1] < touch->v.absmin[1]
|| ent->v.absmax[2] < touch->v.absmin[2])
continue;
old_self = pr_global_struct->self;
old_other = pr_global_struct->other;
pr_global_struct->self = EDICT_TO_PROG(touch);
pr_global_struct->other = EDICT_TO_PROG(ent);
pr_global_struct->time = sv.time;
PR_ExecuteProgram(touch->v.touch);
/* the PR_ExecuteProgram above can alter the linked edicts */
/* FIXME:
* - what if (touch->free == true && l->next == NULL) ? (etc.)
*/
if (next != l->next && l->next) {
Con_DPrintf("Warning: fixed up link in %s\n", __func__);
next = l->next;
}
pr_global_struct->self = old_self;
pr_global_struct->other = old_other;
}
/* recurse down both sides */
if (node->axis == -1)
return;
if (ent->v.absmax[node->axis] > node->dist)
SV_TouchLinks(ent, node->children[0]);
if (ent->v.absmin[node->axis] < node->dist)
SV_TouchLinks(ent, node->children[1]);
}
/*
===============
SV_FindTouchedLeafs
===============
*/
static void
SV_FindTouchedLeafs(edict_t *ent, const mnode_t *node)
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{
const mplane_t *splitplane;
const mleaf_t *leaf;
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int sides;
int leafnum;
if (node->contents == CONTENTS_SOLID)
return;
// add an efrag if the node is a leaf
if (node->contents < 0) {
if (ent->num_leafs == MAX_ENT_LEAFS)
return;
leaf = (mleaf_t *)node;
leafnum = leaf - sv.worldmodel->leafs - 1;
ent->leafnums[ent->num_leafs] = leafnum;
ent->num_leafs++;
return;
}
// NODE_MIXED
splitplane = node->plane;
sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
// recurse down the contacted sides
if (sides & PSIDE_FRONT)
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SV_FindTouchedLeafs(ent, node->children[0]);
if (sides & PSIDE_BACK)
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SV_FindTouchedLeafs(ent, node->children[1]);
}
/*
===============
SV_LinkEdict
===============
*/
void
SV_LinkEdict(edict_t *ent, qboolean touch_triggers)
{
areanode_t *node;
if (ent->area.prev)
SV_UnlinkEdict(ent); // unlink from old position
if (ent == sv.edicts)
return; // don't add the world
if (ent->free)
return;
/* set the abs box */
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VectorAdd(ent->v.origin, ent->v.mins, ent->v.absmin);
VectorAdd(ent->v.origin, ent->v.maxs, ent->v.absmax);
/*
* To make items easier to pick up and allow them to be grabbed off of
* shelves, the abs sizes are expanded
*/
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if ((int)ent->v.flags & FL_ITEM) {
ent->v.absmin[0] -= 15;
ent->v.absmin[1] -= 15;
ent->v.absmax[0] += 15;
ent->v.absmax[1] += 15;
} else {
/*
* because movement is clipped an epsilon away from an actual edge, we
* must fully check even when bounding boxes don't quite touch
*/
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ent->v.absmin[0] -= 1;
ent->v.absmin[1] -= 1;
ent->v.absmin[2] -= 1;
ent->v.absmax[0] += 1;
ent->v.absmax[1] += 1;
ent->v.absmax[2] += 1;
}
/* link to PVS leafs */
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ent->num_leafs = 0;
if (ent->v.modelindex)
SV_FindTouchedLeafs(ent, sv.worldmodel->nodes);
if (ent->v.solid == SOLID_NOT)
return;
/* find the first node that the ent's box crosses */
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node = sv_areanodes;
while (1) {
if (node->axis == -1)
break;
if (ent->v.absmin[node->axis] > node->dist)
node = node->children[0];
else if (ent->v.absmax[node->axis] < node->dist)
node = node->children[1];
else
break; // crosses the node
}
/* link it in */
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if (ent->v.solid == SOLID_TRIGGER)
InsertLinkBefore(&ent->area, &node->trigger_edicts);
else
InsertLinkBefore(&ent->area, &node->solid_edicts);
if (touch_triggers)
/* touch all entities at this node and decend for more */
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SV_TouchLinks(ent, sv_areanodes);
}
/*
===============================================================================
POINT TESTING IN HULLS
===============================================================================
*/
#ifndef USE_X86_ASM
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/*
==================
SV_HullPointContents
==================
*/
int
SV_HullPointContents(const hull_t *hull, int num, const vec3_t point)
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{
float dist;
const mclipnode_t *node;
const mplane_t *plane;
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while (num >= 0) {
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if (num < hull->firstclipnode || num > hull->lastclipnode)
SV_Error("%s: bad node number (%i)", __func__, num);
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node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3)
dist = point[plane->type] - plane->dist;
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else
dist = DotProduct(plane->normal, point) - plane->dist;
if (dist < 0)
num = node->children[1];
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else
num = node->children[0];
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}
return num;
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}
#endif /* USE_X86_ASM */
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/*
==================
SV_PointContents
==================
*/
int
SV_PointContents(const vec3_t point)
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{
#ifdef NQ_HACK
int contents;
contents = SV_HullPointContents(&sv.worldmodel->hulls[0], 0, point);
if (contents <= CONTENTS_CURRENT_0 && contents >= CONTENTS_CURRENT_DOWN)
contents = CONTENTS_WATER;
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return contents;
#endif
#if defined(QW_HACK) && defined(SERVERONLY)
return SV_HullPointContents(&sv.worldmodel->hulls[0], 0, point);
#endif
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}
//===========================================================================
/*
============
SV_TestEntityPosition
A small wrapper around SV_BoxInSolidEntity that never clips against the
supplied entity. TODO: This could be a lot more efficient?
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============
*/
edict_t *
SV_TestEntityPosition(const edict_t *ent)
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{
const entvars_t *v = &ent->v;
edict_t *ret = NULL;
trace_t trace;
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trace = SV_Move(v->origin, v->mins, v->maxs, v->origin, MOVE_NORMAL, ent);
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if (trace.startsolid)
ret = sv.edicts;
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return ret;
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}
/*
===============================================================================
LINE TESTING IN HULLS
===============================================================================
*/
// 1/32 epsilon to keep floating point happy
#define DIST_EPSILON (0.03125)
/*
==================
SV_RecursiveHullCheck
==================
*/
qboolean
SV_RecursiveHullCheck(const hull_t *hull, int num,
const float p1f, const float p2f,
const vec3_t p1, const vec3_t p2, trace_t *trace)
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{
mclipnode_t *node;
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mplane_t *plane;
float t1, t2;
float frac;
int i, child;
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vec3_t mid;
int side;
float midf;
// check for empty
if (num < 0) {
if (num != CONTENTS_SOLID) {
trace->allsolid = false;
if (num == CONTENTS_EMPTY)
trace->inopen = true;
else
trace->inwater = true;
} else
trace->startsolid = true;
return true; // empty
}
if (num < hull->firstclipnode || num > hull->lastclipnode)
SV_Error("%s: bad node number", __func__);
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//
// find the point distances
//
node = hull->clipnodes + num;
plane = hull->planes + node->planenum;
if (plane->type < 3) {
t1 = p1[plane->type] - plane->dist;
t2 = p2[plane->type] - plane->dist;
} else {
t1 = DotProduct(plane->normal, p1) - plane->dist;
t2 = DotProduct(plane->normal, p2) - plane->dist;
}
#if 1
if (t1 >= 0 && t2 >= 0) {
child = node->children[0];
return SV_RecursiveHullCheck(hull, child, p1f, p2f, p1, p2, trace);
}
if (t1 < 0 && t2 < 0) {
child = node->children[1];
return SV_RecursiveHullCheck(hull, child, p1f, p2f, p1, p2, trace);
}
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#else
if ((t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0)) {
child = node->children[0];
return SV_RecursiveHullCheck(hull, child, p1f, p2f, p1, p2, trace);
}
if ((t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0)) {
child = node->children[1];
return SV_RecursiveHullCheck(hull, child, p1f, p2f, p1, p2, trace);
}
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#endif
// put the crosspoint DIST_EPSILON pixels on the near side
if (t1 < 0)
frac = (t1 + DIST_EPSILON) / (t1 - t2);
else
frac = (t1 - DIST_EPSILON) / (t1 - t2);
if (frac < 0)
frac = 0;
if (frac > 1)
frac = 1;
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
side = (t1 < 0);
// move up to the node
child = node->children[side];
if (!SV_RecursiveHullCheck(hull, child, p1f, midf, p1, mid, trace))
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return false;
#ifdef PARANOID
if (SV_HullPointContents(sv_hullmodel, mid, child) == CONTENTS_SOLID) {
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Con_Printf("mid PointInHullSolid\n");
return false;
}
#endif
child = node->children[side ^ 1];
if (SV_HullPointContents(hull, child, mid) != CONTENTS_SOLID)
/* go past the node */
return SV_RecursiveHullCheck(hull, child, midf, p2f, mid, p2, trace);
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if (trace->allsolid)
return false; // never got out of the solid area
//==================
// the other side of the node is solid, this is the impact point
//==================
if (!side) {
VectorCopy(plane->normal, trace->plane.normal);
trace->plane.dist = plane->dist;
} else {
VectorSubtract(vec3_origin, plane->normal, trace->plane.normal);
trace->plane.dist = -plane->dist;
}
/* shouldn't really happen, but does occasionally */
while (SV_HullPointContents(hull, hull->firstclipnode, mid) == CONTENTS_SOLID) {
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frac -= 0.1;
if (frac < 0) {
trace->fraction = midf;
VectorCopy(mid, trace->endpos);
Con_DPrintf("backup past 0\n");
return false;
}
midf = p1f + (p2f - p1f) * frac;
for (i = 0; i < 3; i++)
mid[i] = p1[i] + frac * (p2[i] - p1[i]);
}
trace->fraction = midf;
VectorCopy(mid, trace->endpos);
return false;
}
/*
==================
SV_ClipMoveToEntity
Handles selection or creation of a clipping hull, and offseting (and
eventually rotation) of the end points
==================
*/
static trace_t
SV_ClipMoveToEntity(const edict_t *ent, const vec3_t start, const vec3_t mins,
const vec3_t maxs, const vec3_t end)
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{
const hull_t *hull;
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trace_t trace;
vec3_t offset;
vec3_t start_l, end_l;
// fill in a default trace
memset(&trace, 0, sizeof(trace_t));
trace.fraction = 1;
trace.allsolid = true;
VectorCopy(end, trace.endpos);
// get the clipping hull
hull = SV_HullForEntity(ent, mins, maxs, offset);
VectorSubtract(start, offset, start_l);
VectorSubtract(end, offset, end_l);
// trace a line through the apropriate clipping hull
SV_RecursiveHullCheck(hull, hull->firstclipnode, 0, 1, start_l, end_l,
&trace);
// fix trace up by the offset
if (trace.fraction != 1)
VectorAdd(trace.endpos, offset, trace.endpos);
// did we clip the move?
if (trace.fraction < 1 || trace.startsolid)
trace.ent = ent;
return trace;
}
//===========================================================================
/*
====================
SV_ClipToLinks
Mins and maxs enclose the entire area swept by the move
====================
*/
static void
SV_ClipToLinks(const areanode_t *node, moveclip_t *clip)
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{
link_t *l, *next;
edict_t *touch;
trace_t trace;
// touch linked edicts
for (l = node->solid_edicts.next; l != &node->solid_edicts; l = next) {
next = l->next;
touch = EDICT_FROM_AREA(l);
if (touch->v.solid == SOLID_NOT)
continue;
if (touch == clip->passedict)
continue;
if (touch->v.solid == SOLID_TRIGGER)
SV_Error("Trigger in clipping list");
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if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
continue;
if (clip->move.mins[0] > touch->v.absmax[0]
|| clip->move.mins[1] > touch->v.absmax[1]
|| clip->move.mins[2] > touch->v.absmax[2]
|| clip->move.maxs[0] < touch->v.absmin[0]
|| clip->move.maxs[1] < touch->v.absmin[1]
|| clip->move.maxs[2] < touch->v.absmin[2])
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continue;
if (clip->passedict && clip->passedict->v.size[0]
&& !touch->v.size[0])
continue; // points never interact
// might intersect, so do an exact clip
if (clip->trace.allsolid)
return;
if (clip->passedict) {
if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
continue; // don't clip against own missiles
if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
continue; // don't clip against owner
}
if ((int)touch->v.flags & FL_MONSTER)
trace = SV_ClipMoveToEntity(touch, clip->start, clip->monster.mins,
clip->monster.maxs, clip->end);
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else
trace = SV_ClipMoveToEntity(touch, clip->start, clip->object.mins,
clip->object.maxs, clip->end);
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if (trace.allsolid || trace.startsolid
|| trace.fraction < clip->trace.fraction) {
trace.ent = touch;
if (clip->trace.startsolid) {
clip->trace = trace;
clip->trace.startsolid = true;
} else
clip->trace = trace;
} else if (trace.startsolid)
clip->trace.startsolid = true;
}
// recurse down both sides
if (node->axis == -1)
return;
if (clip->move.maxs[node->axis] > node->dist)
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SV_ClipToLinks(node->children[0], clip);
if (clip->move.mins[node->axis] < node->dist)
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SV_ClipToLinks(node->children[1], clip);
}
/*
==================
SV_MoveBounds
==================
*/
static void
SV_MoveBounds(const bounds_t *object, const vec3_t start, const vec3_t end,
bounds_t *move)
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{
int i;
for (i = 0; i < 3; i++) {
if (end[i] > start[i]) {
move->mins[i] = start[i] + object->mins[i] - 1;
move->maxs[i] = end[i] + object->maxs[i] + 1;
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} else {
move->mins[i] = end[i] + object->mins[i] - 1;
move->maxs[i] = start[i] + object->maxs[i] + 1;
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}
}
}
/*
==================
SV_Move
==================
*/
trace_t
SV_Move(const vec3_t start, const vec3_t mins, const vec3_t maxs,
const vec3_t end, movetype_t type, const edict_t *passedict)
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{
moveclip_t clip;
int i;
memset(&clip, 0, sizeof(moveclip_t));
/* clip to world */
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clip.trace = SV_ClipMoveToEntity(sv.edicts, start, mins, maxs, end);
VectorCopy(start, clip.start);
VectorCopy(end, clip.end);
VectorCopy(mins, clip.object.mins);
VectorCopy(maxs, clip.object.maxs);
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clip.type = type;
clip.passedict = passedict;
if (type == MOVE_MISSILE) {
for (i = 0; i < 3; i++) {
clip.monster.mins[i] = -15;
clip.monster.maxs[i] = 15;
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}
} else {
VectorCopy(mins, clip.monster.mins);
VectorCopy(maxs, clip.monster.maxs);
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}
// create the bounding box of the entire move
SV_MoveBounds(&clip.monster, start, end, &clip.move);
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// clip to entities
SV_ClipToLinks(sv_areanodes, &clip);
return clip.trace;
}