openmohaa/code/server/sv_world.c

892 lines
21 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// world.c -- world query functions
#include "server.h"
#include "../qcommon/tiki.h"
/*
================
SV_ClipHandleForEntity
Returns a headnode that can be used for testing or clipping to a
given entity. If the entity is a bsp model, the headnode will
be returned, otherwise a custom box tree will be constructed.
================
*/
clipHandle_t SV_ClipHandleForEntity( const gentity_t *ent ) {
if ( ent->r.bmodel && ent->solid != SOLID_BBOX ) {
// explicit hulls in the BSP model
return CM_InlineModel( ent->s.modelindex );
}
// create a temp tree from bounding box sizes
return CM_TempBoxModel( ent->r.mins, ent->r.maxs, ent->r.contents );
}
/*
===============================================================================
ENTITY CHECKING
To avoid linearly searching through lists of entities during environment testing,
the world is carved up with an evenly spaced, axially aligned bsp tree. Entities
are kept in chains either at the final leafs, or at the first node that splits
them, which prevents having to deal with multiple fragments of a single entity.
===============================================================================
*/
typedef struct worldSector_s {
int axis; // -1 = leaf node
float dist;
struct worldSector_s *children[2];
svEntity_t *entities;
} worldSector_t;
#define AREA_DEPTH 4
#define AREA_NODES 64
worldSector_t sv_worldSectors[AREA_NODES];
int sv_numworldSectors;
/*
===============
SV_SectorList_f
===============
*/
void SV_SectorList_f( void ) {
int i, c;
worldSector_t *sec;
svEntity_t *ent;
for ( i = 0 ; i < AREA_NODES ; i++ ) {
sec = &sv_worldSectors[i];
c = 0;
for ( ent = sec->entities ; ent ; ent = ent->nextEntityInWorldSector ) {
c++;
}
Com_Printf( "sector %i: %i entities\n", i, c );
}
}
/*
===============
SV_CreateworldSector
Builds a uniformly subdivided tree for the given world size
===============
*/
static worldSector_t *SV_CreateworldSector( int depth, vec3_t mins, vec3_t maxs ) {
worldSector_t *anode;
vec3_t size;
vec3_t mins1, maxs1, mins2, maxs2;
anode = &sv_worldSectors[sv_numworldSectors];
sv_numworldSectors++;
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_CreateworldSector (depth+1, mins2, maxs2);
anode->children[1] = SV_CreateworldSector (depth+1, mins1, maxs1);
return anode;
}
/*
===============
SV_ClearWorld
===============
*/
void SV_ClearWorld( void ) {
clipHandle_t h;
vec3_t mins, maxs;
int i;
int num;
char name[ 16 ];
Com_Memset( sv_worldSectors, 0, sizeof(sv_worldSectors) );
sv_numworldSectors = 0;
// get world map bounds
h = CM_InlineModel( 0 );
CM_ModelBounds( h, mins, maxs );
SV_CreateworldSector( 0, mins, maxs );
// set inline models
num = CM_NumInlineModels();
for( i = 1; i < num; i++ )
{
Com_sprintf( name, sizeof( name ), "*%i", i );
SV_ModelIndex( name );
}
}
/*
===============
SV_UnlinkEntity
===============
*/
void SV_UnlinkEntity( gentity_t *gEnt ) {
svEntity_t *ent;
svEntity_t *scan;
worldSector_t *ws;
ent = SV_SvEntityForGentity( gEnt );
gEnt->r.linked = qfalse;
ws = ent->worldSector;
if ( !ws ) {
return; // not linked in anywhere
}
ent->worldSector = NULL;
if ( ws->entities == ent ) {
ws->entities = ent->nextEntityInWorldSector;
return;
}
for ( scan = ws->entities ; scan ; scan = scan->nextEntityInWorldSector ) {
if ( scan->nextEntityInWorldSector == ent ) {
scan->nextEntityInWorldSector = ent->nextEntityInWorldSector;
return;
}
}
Com_Printf( "WARNING: SV_UnlinkEntity: not found in worldSector\n" );
}
/*
===============
SV_LinkEntity
===============
*/
#define MAX_TOTAL_ENT_LEAFS 128
void SV_LinkEntity( gentity_t *gEnt ) {
worldSector_t *node;
int leafs[MAX_TOTAL_ENT_LEAFS];
int cluster;
int num_leafs;
int i;
int area;
int lastLeaf;
float *origin;
svEntity_t *ent;
ent = SV_SvEntityForGentity( gEnt );
if ( ent->worldSector ) {
SV_UnlinkEntity( gEnt ); // unlink from old position
}
switch( gEnt->solid )
{
case SOLID_TRIGGER:
gEnt->s.solid = 0;
break;
case SOLID_BBOX:
if( !gEnt->r.contents || ( gEnt->r.contents == CONTENTS_SHOOTONLY ) )
{
gEnt->s.solid = 0;
}
else
{
// encode the size into the entityState_t for client prediction
gEnt->s.solid = BoundingBoxToInteger( gEnt->r.mins, gEnt->r.maxs );
}
break;
case SOLID_BSP:
if( gEnt->r.contents == -1 || !( gEnt->r.contents & CONTENTS_SHOOTONLY ) )
{
gEnt->s.solid = SOLID_BMODEL;
}
else
{
gEnt->s.solid = 0;
}
break;
default:
gEnt->s.solid = gEnt->solid;
break;
}
// get the position
origin = gEnt->s.origin;
// set the abs box
if( gEnt->r.currentAngles[ 0 ] || gEnt->r.currentAngles[ 1 ] || gEnt->r.currentAngles[ 2 ] ) {
// expand for rotation
VectorCopy( gEnt->r.mins, gEnt->r.absmin );
VectorCopy( gEnt->r.maxs, gEnt->r.absmax );
CalculateRotatedBounds2( gEnt->mat, gEnt->r.absmin, gEnt->r.absmax );
VectorAdd( origin, gEnt->r.absmin, gEnt->r.absmin );
VectorAdd( origin, gEnt->r.absmax, gEnt->r.absmax );
} else {
// normal
VectorAdd( origin, gEnt->r.mins, gEnt->r.absmin );
VectorAdd( origin, gEnt->r.maxs, gEnt->r.absmax );
}
// because movement is clipped an epsilon away from an actual edge,
// we must fully check even when bounding boxes don't quite touch
gEnt->r.absmin[0] -= 1;
gEnt->r.absmin[1] -= 1;
gEnt->r.absmin[2] -= 1;
gEnt->r.absmax[0] += 1;
gEnt->r.absmax[1] += 1;
gEnt->r.absmax[2] += 1;
// link to PVS leafs
ent->numClusters = 0;
ent->lastCluster = 0;
ent->areanum = -1;
ent->areanum2 = -1;
//get all leafs, including solids
num_leafs = CM_BoxLeafnums( gEnt->r.absmin, gEnt->r.absmax,
leafs, MAX_TOTAL_ENT_LEAFS, &lastLeaf );
// if none of the leafs were inside the map, the
// entity is outside the world and can be considered unlinked
if ( !num_leafs ) {
return;
}
// set areas, even from clusters that don't fit in the entity array
for (i=0 ; i<num_leafs ; i++) {
area = CM_LeafArea (leafs[i]);
if (area != -1) {
// doors may legally straggle two areas,
// but nothing should evern need more than that
if (ent->areanum != -1 && ent->areanum != area) {
if (ent->areanum2 != -1 && ent->areanum2 != area && sv.state == SS_LOADING) {
Com_DPrintf ("Object %i touching 3 areas at %f %f %f\n",
gEnt->s.number,
gEnt->r.absmin[ 0 ], gEnt->r.absmin[ 1 ], gEnt->r.absmin[ 2 ] );
}
ent->areanum2 = area;
} else {
ent->areanum = area;
}
}
}
// store the areanum to gentity
gEnt->r.areanum = ent->areanum;
// store as many explicit clusters as we can
ent->numClusters = 0;
for (i=0 ; i < num_leafs ; i++) {
cluster = CM_LeafCluster( leafs[i] );
if ( cluster != -1 ) {
ent->clusternums[ent->numClusters++] = cluster;
if ( ent->numClusters == MAX_ENT_CLUSTERS ) {
break;
}
}
}
// store off a last cluster if we need to
if ( i != num_leafs ) {
ent->lastCluster = CM_LeafCluster( lastLeaf );
}
gEnt->r.linkcount++;
// find the first world sector node that the ent's box crosses
node = sv_worldSectors;
while (1)
{
if (node->axis == -1)
break;
if( gEnt->r.absmin[ node->axis ] > node->dist )
node = node->children[0];
else if( gEnt->r.absmax[ node->axis ] < node->dist )
node = node->children[1];
else
break; // crosses the node
}
// link it in
ent->worldSector = node;
ent->nextEntityInWorldSector = node->entities;
node->entities = ent;
gEnt->r.linked = qtrue;
}
/*
============================================================================
AREA QUERY
Fills in a list of all entities who's absmin / absmax intersects the given
bounds. This does NOT mean that they actually touch in the case of bmodels.
============================================================================
*/
typedef struct {
const float *mins;
const float *maxs;
int *list;
int count, maxcount;
} areaParms_t;
/*
====================
SV_AreaEntities_r
====================
*/
static void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
svEntity_t *check, *next;
gentity_t *gcheck;
worldSector_t *nodestack[ 8 ];
int iStackPos;
iStackPos = 0;
while( 1 )
{
while( 1 )
{
for( check = node->entities; check; check = next ) {
next = check->nextEntityInWorldSector;
gcheck = SV_GEntityForSvEntity( check );
if( gcheck->r.absmin[ 0 ] > ap->maxs[ 0 ]
|| gcheck->r.absmin[ 1 ] > ap->maxs[ 1 ]
|| gcheck->r.absmin[ 2 ] > ap->maxs[ 2 ]
|| gcheck->r.absmax[ 0 ] < ap->mins[ 0 ]
|| gcheck->r.absmax[ 1 ] < ap->mins[ 1 ]
|| gcheck->r.absmax[ 2 ] < ap->mins[ 2 ] ) {
continue;
}
if( ap->count == ap->maxcount ) {
Com_Printf( "SV_AreaEntities: MAXCOUNT\n" );
return;
}
ap->list[ ap->count ] = check - sv.svEntities;
ap->count++;
}
if( node->axis == -1 ) {
break; // terminal node
}
// recurse down both sides
if( ap->maxs[ node->axis ] > node->dist ) {
nodestack[ iStackPos++ ] = node->children[ 0 ];
}
if( ap->mins[ node->axis ] < node->dist ) {
node = node->children[ 1 ];
} else {
break;
}
}
if( !iStackPos ) {
return;
}
iStackPos--;
node = nodestack[ iStackPos ];
}
}
/*
================
SV_AreaEntities
================
*/
int SV_AreaEntities( const vec3_t mins, const vec3_t maxs, int *entityList, int maxcount ) {
areaParms_t ap;
ap.mins = mins;
ap.maxs = maxs;
ap.list = entityList;
ap.count = 0;
ap.maxcount = maxcount;
SV_AreaEntities_r( sv_worldSectors, &ap );
return ap.count;
}
//===========================================================================
typedef struct {
vec3_t boxmins, boxmaxs;// enclose the test object along entire move
const float *mins;
const float *maxs; // size of the moving object
const float *start;
vec3_t end;
trace_t trace;
int passEntityNum;
int contentmask;
qboolean cylinder;
qboolean traceDeep;
} moveclip_t;
/*
====================
SV_ClipToEntity
====================
*/
void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask ) {
gentity_t *touch;
clipHandle_t clipHandle;
touch = SV_GentityNum( entityNum );
Com_Memset(trace, 0, sizeof(trace_t));
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( contentmask & touch->r.contents ) ) {
trace->fraction = 1.0;
return;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity (touch);
CM_TransformedBoxTrace ( trace, start, end,
mins, maxs, clipHandle, contentmask,
touch->s.origin, touch->r.currentAngles, qfalse );
if ( trace->fraction < 1 ) {
trace->entityNum = touch->s.number;
}
}
/*
====================
SV_ClipMoveToEntities
====================
*/
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
int i, num;
int touchlist[MAX_GENTITIES];
gentity_t *touch;
int passOwnerNum;
trace_t trace;
clipHandle_t clipHandle;
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES );
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
if ( passOwnerNum == ENTITYNUM_NONE ) {
passOwnerNum = -1;
}
} else {
passOwnerNum = -1;
}
for ( i=0 ; i<num ; i++ ) {
if ( clip->trace.allsolid ) {
return;
}
touch = SV_GentityNum( touchlist[i] );
// skip non-solids and triggers
if( touch->solid == SOLID_NOT || touch->solid == SOLID_TRIGGER ) {
continue;
}
// see if we should ignore this entity
if ( clip->passEntityNum != ENTITYNUM_NONE ) {
if ( touchlist[i] == clip->passEntityNum ) {
continue; // don't clip against the pass entity
}
if (touchlist[i] == passOwnerNum) {
continue; // don't clip against the owner of this entity
}
if ( touch->r.ownerNum == clip->passEntityNum ) {
continue; // don't clip against own missiles
}
if ( touch->r.ownerNum == passOwnerNum ) {
continue; // don't clip against other missiles from our owner
}
}
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if ( ! ( clip->contentmask & touch->r.contents ) ) {
continue;
}
if( clip->traceDeep && touch->tiki != NULL && touch->tiki->a->bIsCharacter )
{
// do an extended trace with an output location
SV_TraceDeep(
&trace,
clip->start,
clip->end,
clip->contentmask,
touch );
}
else
{
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity( touch );
CM_TransformedBoxTrace( &trace, clip->start, clip->end,
clip->mins, clip->maxs, clipHandle, clip->contentmask,
touch->s.origin, touch->r.currentAngles, clip->cylinder );
}
if ( trace.allsolid ) {
clip->trace.allsolid = qtrue;
clip->trace.entityNum = touch->s.number;
trace.entityNum = touch->s.number;
} else if ( trace.startsolid ) {
clip->trace.startsolid = qtrue;
clip->trace.entityNum = touch->s.number;
trace.entityNum = touch->s.number;
}
if ( trace.fraction < clip->trace.fraction ) {
qboolean oldStart;
// make sure we keep a startsolid from a previous trace
oldStart = clip->trace.startsolid;
trace.entityNum = touch->s.number;
clip->trace = trace;
clip->trace.startsolid |= oldStart;
}
}
}
/*
====================
SV_ClipSightToEntities
====================
*/
qboolean SV_ClipSightToEntities( moveclip_t *clip, int passEntityNum2 )
{
int i, num;
int touchlist[ MAX_GENTITIES ];
gentity_t *touch;
int passOwnerNum;
int passOwnerNum2;
clipHandle_t clipHandle;
num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES );
if( clip->passEntityNum != ENTITYNUM_NONE ) {
passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
if( passOwnerNum == ENTITYNUM_NONE ) {
passOwnerNum = -1;
}
} else {
passOwnerNum = -1;
}
if( passEntityNum2 != ENTITYNUM_NONE ) {
passOwnerNum2 = ( SV_GentityNum( passEntityNum2 ) )->r.ownerNum;
if( passOwnerNum2 == ENTITYNUM_NONE ) {
passOwnerNum2 = -1;
}
} else {
passOwnerNum2 = -1;
}
for( i = 0; i<num; i++ ) {
touch = SV_GentityNum( touchlist[ i ] );
// skip non-solids and triggers
if( touch->solid == SOLID_NOT || touch->solid == SOLID_TRIGGER ) {
continue;
}
// see if we should ignore this entity
if( clip->passEntityNum != ENTITYNUM_NONE ) {
if( touchlist[ i ] == clip->passEntityNum ) {
continue; // don't clip against the pass entity
}
if( touchlist[ i ] == passOwnerNum ) {
continue; // don't clip against own missiles
}
if( touch->r.ownerNum == clip->passEntityNum ) {
continue; // don't clip against the pass entity
}
if( touch->r.ownerNum == passOwnerNum ) {
continue; // don't clip against other missiles from our owner
}
}
if( passEntityNum2 != ENTITYNUM_NONE ) {
if( touchlist[ i ] == passEntityNum2 ) {
continue; // don't clip against the pass entity
}
if( touchlist[ i ] == passOwnerNum2 ) {
continue; // don't clip against own missiles
}
if( touch->r.ownerNum == passEntityNum2 ) {
continue; // don't clip against own missiles
}
}
// if it doesn't have any brushes of a type we
// are looking for, ignore it
if( !( clip->contentmask & touch->r.contents ) ) {
continue;
}
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity( touch );
if( !CM_TransformedBoxSightTrace( clip->start, clip->end,
clip->mins, clip->maxs, clipHandle, clip->contentmask,
touch->s.origin, touch->r.currentAngles, clip->cylinder ) ) {
return qfalse;
}
}
return qtrue;
}
/*
==================
SV_SightTraceEntity
Returns false if something was hit.
==================
*/
qboolean SV_SightTraceEntity( gentity_t *touch, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int contentmask, qboolean cylinder ) {
clipHandle_t clipHandle = SV_ClipHandleForEntity( touch );
return CM_TransformedBoxSightTrace( start, end, mins, maxs, clipHandle, contentmask, touch->s.origin, touch->r.currentAngles, cylinder );
}
/*
==================
SV_SightTrace
Returns false if something was hit.
==================
*/
qboolean SV_SightTrace( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int passEntityNum2, int contentmask, qboolean cylinder ) {
moveclip_t clip;
int i;
if( !CM_BoxSightTrace( start, end, mins, maxs, 0, contentmask, cylinder ) ) {
return qfalse;
}
clip.contentmask = contentmask;
clip.start = start;
VectorCopy( end, clip.end );
clip.mins = mins;
clip.maxs = maxs;
clip.passEntityNum = passEntityNum;
clip.cylinder = cylinder;
// create the bounding box of the entire move
// we can limit it to the part of the move not
// already clipped off by the world, which can be
// a significant savings for line of sight and shot traces
for( i = 0; i<3; i++ ) {
if( end[ i ] > start[ i ] ) {
clip.boxmins[ i ] = clip.start[ i ] + clip.mins[ i ] - 1;
clip.boxmaxs[ i ] = clip.end[ i ] + clip.maxs[ i ] + 1;
}
else {
clip.boxmins[ i ] = clip.end[ i ] + clip.mins[ i ] - 1;
clip.boxmaxs[ i ] = clip.start[ i ] + clip.maxs[ i ] + 1;
}
}
// clip to other solid entities
return SV_ClipSightToEntities( &clip, passEntityNum2 );
}
/*
==================
SV_HitEntity
This functions checks if an entity is inside another entity.
==================
*/
qboolean SV_HitEntity(gentity_t* pEnt, gentity_t* pOther)
{
clipHandle_t handle = SV_ClipHandleForEntity(pOther);
return !CM_TransformedBoxSightTrace(
pEnt->s.origin,
pEnt->s.origin,
pEnt->r.mins,
pEnt->r.maxs,
handle,
CONTENTS_SOLID,
pOther->s.origin,
pOther->r.currentAngles,
qfalse
);
}
/*
==================
SV_Trace
Moves the given mins/maxs volume through the world from start to end.
passEntityNum and entities owned by passEntityNum are explicitly not checked.
==================
*/
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, qboolean cylinder, qboolean traceDeep ) {
moveclip_t clip;
int i;
Com_Memset ( &clip, 0, sizeof ( moveclip_t ) );
// clip to world
CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, cylinder );
clip.trace.entityNum = clip.trace.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
if ( clip.trace.fraction == 0 ) {
*results = clip.trace;
return; // blocked immediately by the world
}
clip.contentmask = contentmask;
clip.start = start;
// VectorCopy( clip.trace.endpos, clip.end );
VectorCopy( end, clip.end );
clip.mins = mins;
clip.maxs = maxs;
clip.passEntityNum = passEntityNum;
clip.cylinder = cylinder;
clip.traceDeep = traceDeep;
// create the bounding box of the entire move
// we can limit it to the part of the move not
// already clipped off by the world, which can be
// a significant savings for line of sight and shot traces
for ( i=0 ; i<3 ; i++ ) {
if ( end[i] > start[i] ) {
clip.boxmins[i] = clip.start[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.end[i] + clip.maxs[i] + 1;
} else {
clip.boxmins[i] = clip.end[i] + clip.mins[i] - 1;
clip.boxmaxs[i] = clip.start[i] + clip.maxs[i] + 1;
}
}
// clip to other solid entities
SV_ClipMoveToEntities( &clip );
*results = clip.trace;
}
/*
=============
SV_GetShaderPointer
=============
*/
baseshader_t *SV_GetShaderPointer( int iShaderNum )
{
return CM_ShaderPointer( iShaderNum );
}
/*
=============
SV_PointContents
=============
*/
int SV_PointContents( const vec3_t p, int passEntityNum ) {
int touch[MAX_GENTITIES];
gentity_t *hit;
int i, num;
int contents, c2;
clipHandle_t clipHandle;
float *angles;
// get base contents from world
contents = CM_PointContents( p, 0 );
// or in contents from all the other entities
num = SV_AreaEntities( p, p, touch, MAX_GENTITIES );
for ( i=0 ; i<num ; i++ ) {
if ( touch[i] == passEntityNum ) {
continue;
}
hit = SV_GentityNum( touch[i] );
// might intersect, so do an exact clip
clipHandle = SV_ClipHandleForEntity( hit );
angles = hit->s.angles;
if ( !hit->r.bmodel ) {
angles = vec3_origin; // boxes don't rotate
}
c2 = CM_TransformedPointContents (p, clipHandle, hit->s.origin, hit->s.angles);
contents |= c2;
}
return contents;
}