shithub: qk2

ref: a4c4b45d8b2136733c76a4b86c7896bfa939ad25
dir: qk2/sv_world.c

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#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "dat.h"
#include "fns.h"

typedef struct moveclip_t moveclip_t;
typedef struct areanode_t areanode_t;

/* ENTITY AREA CHECKING: high level object sorting to reduce interaction tests
 * FIXME: this use of "area" is different from the bsp file use */

// (type *)STRUCT_FROM_LINK(link_t *link, type, member)
// ent = STRUCT_FROM_LINK(link,entity_t,order)
// FIXME: remove this mess!
#define	STRUCT_FROM_LINK(l,t,m) ((t *)((byte *)l - (uintptr)&(((t *)0)->m)))
#define	EDICT_FROM_AREA(l) STRUCT_FROM_LINK(l,edict_t,area)

enum{
	AREA_DEPTH = 4,
	AREA_NODES = 32,
	MAX_TOTAL_ENT_LEAFS = 128
};
struct areanode_t{
	int axis;	// -1 = leaf node
	float dist;
	areanode_t *children[2];
	link_t trigger_edicts;
	link_t solid_edicts;
};
areanode_t sv_areanodes[AREA_NODES];
int sv_numareanodes;

float *area_mins;
float *area_maxs;
edict_t **area_list;
int area_count;
int area_maxcount;
int area_type;

struct moveclip_t{
	vec3_t boxmins;	// enclose the test object along entire move
	vec3_t boxmaxs;
	float *mins;	// size of the moving object
	float *maxs;
	vec3_t mins2;	// size when clipping against monsters
	vec3_t maxs2;
	float *start;
	float *end;
	trace_t trace;
	edict_t *passedict;
	int contentmask;
};

int	SV_HullForEntity(edict_t *);


/* used for new headnodes */
void
ClearLink(link_t *l)
{
	l->prev = l->next = l;
}

void
RemoveLink(link_t *l)
{
	l->next->prev = l->prev;
	l->prev->next = l->next;
}

void
InsertLinkBefore(link_t *l, link_t *before)
{
	l->next = before;
	l->prev = before->prev;
	l->prev->next = l;
	l->next->prev = l;
}

/* builds a uniformly subdivided tree for the given world size */
areanode_t *
SV_CreateAreaNode(int depth, vec3_t mins, vec3_t maxs)
{
	areanode_t	*anode;
	vec3_t		size;
	vec3_t		mins1, maxs1, mins2, maxs2;

	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;
}

/* called after the world model has been loaded, before linking any entities */
void
SV_ClearWorld(void)
{
	memset(sv_areanodes, 0, sizeof sv_areanodes);
	sv_numareanodes = 0;
	SV_CreateAreaNode(0, sv.models[1]->mins, sv.models[1]->maxs);
}

/* call before removing an entity, and before trying to move one, so it doesn't
 * clip against itself */
void
SV_UnlinkEdict(edict_t *p)
{
	if(!p->area.prev)
		return;	// not linked in anywhere
	RemoveLink(&p->area);
	p->area.prev = p->area.next = nil;
}

/* needs to be called any time an entity changes origin, mins, maxs, or solid.
 * automatically unlinks if needed. sets ent->v.absmin and ent->v.absmax. sets
 * ent->leafnums[] for pvs determination even if the entity is not solid */
void
SV_LinkEdict(edict_t *ent)
{
	areanode_t	*node;
	int			leafs[MAX_TOTAL_ENT_LEAFS];
	int			clusters[MAX_TOTAL_ENT_LEAFS];
	int			num_leafs;
	int			i, j, k;
	int			area;
	int			topnode;

	if (ent->area.prev)
		SV_UnlinkEdict (ent);	// unlink from old position
		
	if (ent == ge->edicts)
		return;		// don't add the world

	if (!ent->inuse)
		return;

	// set the size
	VectorSubtract (ent->maxs, ent->mins, ent->size);
	
	// encode the size into the entity_state for client prediction
	if (ent->solid == SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER))
	{	// assume that x/y are equal and symetric
		i = ent->maxs[0]/8;
		if (i<1)
			i = 1;
		if (i>31)
			i = 31;

		// z is not symetric
		j = (-ent->mins[2])/8;
		if (j<1)
			j = 1;
		if (j>31)
			j = 31;

		// and z maxs can be negative...
		k = (ent->maxs[2]+32)/8;
		if (k<1)
			k = 1;
		if (k>63)
			k = 63;

		ent->s.solid = (k<<10) | (j<<5) | i;
	}
	else if (ent->solid == SOLID_BSP)
	{
		ent->s.solid = 31;		// a solid_bbox will never create this value
	}
	else
		ent->s.solid = 0;

	// set the abs box
	if (ent->solid == SOLID_BSP && 
	(ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) )
	{	// expand for rotation
		float		max, v;
		int			i;

		max = 0;
		for (i=0 ; i<3 ; i++)
		{
			v =fabs( ent->mins[i]);
			if (v > max)
				max = v;
			v =fabs( ent->maxs[i]);
			if (v > max)
				max = v;
		}
		for (i=0 ; i<3 ; i++)
		{
			ent->absmin[i] = ent->s.origin[i] - max;
			ent->absmax[i] = ent->s.origin[i] + max;
		}
	}
	else
	{	// normal
		VectorAdd (ent->s.origin, ent->mins, ent->absmin);	
		VectorAdd (ent->s.origin, ent->maxs, ent->absmax);
	}

	// because movement is clipped an epsilon away from an actual edge,
	// we must fully check even when bounding boxes don't quite touch
	ent->absmin[0] -= 1;
	ent->absmin[1] -= 1;
	ent->absmin[2] -= 1;
	ent->absmax[0] += 1;
	ent->absmax[1] += 1;
	ent->absmax[2] += 1;

// link to PVS leafs
	ent->num_clusters = 0;
	ent->areanum = 0;
	ent->areanum2 = 0;

	//get all leafs, including solids
	num_leafs = CM_BoxLeafnums (ent->absmin, ent->absmax,
		leafs, MAX_TOTAL_ENT_LEAFS, &topnode);

	// set areas
	for (i=0 ; i<num_leafs ; i++)
	{
		clusters[i] = CM_LeafCluster (leafs[i]);
		area = CM_LeafArea (leafs[i]);
		if (area)
		{	// doors may legally straggle two areas,
			// but nothing should evern need more than that
			if (ent->areanum && ent->areanum != area)
			{
				if (ent->areanum2 && ent->areanum2 != area && sv.state == ss_loading)
					Com_DPrintf ("Object touching 3 areas at %f %f %f\n",
					ent->absmin[0], ent->absmin[1], ent->absmin[2]);
				ent->areanum2 = area;
			}
			else
				ent->areanum = area;
		}
	}

	if (num_leafs >= MAX_TOTAL_ENT_LEAFS)
	{	// assume we missed some leafs, and mark by headnode
		ent->num_clusters = -1;
		ent->headnode = topnode;
	}
	else
	{
		ent->num_clusters = 0;
		for (i=0 ; i<num_leafs ; i++)
		{
			if (clusters[i] == -1)
				continue;		// not a visible leaf
			for (j=0 ; j<i ; j++)
				if (clusters[j] == clusters[i])
					break;
			if (j == i)
			{
				if (ent->num_clusters == MAX_ENT_CLUSTERS)
				{	// assume we missed some leafs, and mark by headnode
					ent->num_clusters = -1;
					ent->headnode = topnode;
					break;
				}

				ent->clusternums[ent->num_clusters++] = clusters[i];
			}
		}
	}

	// if first time, make sure old_origin is valid
	if (!ent->linkcount)
	{
		VectorCopy (ent->s.origin, ent->s.old_origin);
	}
	ent->linkcount++;

	if (ent->solid == SOLID_NOT)
		return;

// find the first node that the ent's box crosses
	node = sv_areanodes;
	while (1)
	{
		if (node->axis == -1)
			break;
		if (ent->absmin[node->axis] > node->dist)
			node = node->children[0];
		else if (ent->absmax[node->axis] < node->dist)
			node = node->children[1];
		else
			break;		// crosses the node
	}
	
	// link it in	
	if (ent->solid == SOLID_TRIGGER)
		InsertLinkBefore (&ent->area, &node->trigger_edicts);
	else
		InsertLinkBefore (&ent->area, &node->solid_edicts);

}

void
SV_AreaEdicts_r(areanode_t *node)
{
	link_t		*l, *next, *start;
	edict_t		*check;

	// touch linked edicts
	if (area_type == AREA_SOLID)
		start = &node->solid_edicts;
	else
		start = &node->trigger_edicts;

	for (l=start->next  ; l != start ; l = next)
	{
		next = l->next;
		check = EDICT_FROM_AREA(l);

		if (check->solid == SOLID_NOT)
			continue;		// deactivated
		if (check->absmin[0] > area_maxs[0]
		|| check->absmin[1] > area_maxs[1]
		|| check->absmin[2] > area_maxs[2]
		|| check->absmax[0] < area_mins[0]
		|| check->absmax[1] < area_mins[1]
		|| check->absmax[2] < area_mins[2])
			continue;		// not touching

		if (area_count == area_maxcount)
		{
			Com_Printf ("SV_AreaEdicts: MAXCOUNT\n");
			return;
		}

		area_list[area_count] = check;
		area_count++;
	}
	
	if (node->axis == -1)
		return;		// terminal node

	// recurse down both sides
	if ( area_maxs[node->axis] > node->dist )
		SV_AreaEdicts_r ( node->children[0] );
	if ( area_mins[node->axis] < node->dist )
		SV_AreaEdicts_r ( node->children[1] );
}

/* fills in a table of edict pointers with edicts that have bounding boxes that
 * intersect the given area. it is possible for a non-axial bmodel to be
 * returned that doesn't actually intersect the area on an exact test. returns 
 * the number of pointers filled in.
 * ??? does this always return the world? */
int
SV_AreaEdicts(vec3_t mins, vec3_t maxs, edict_t **list, int maxcount, int areatype)
{
	area_mins = mins;
	area_maxs = maxs;
	area_list = list;
	area_count = 0;
	area_maxcount = maxcount;
	area_type = areatype;

	SV_AreaEdicts_r (sv_areanodes);

	return area_count;
}

/* returns the CONTENTS_* value from the world at the given point. Quake 2
 * extends this to also check entities, to allow moving liquids */
int
SV_PointContents(vec3_t p)
{
	edict_t		*touch[MAX_EDICTS], *hit;
	int			i, num;
	int			contents, c2;
	int			headnode;

	// get base contents from world
	contents = CM_PointContents (p, sv.models[1]->headnode);

	// or in contents from all the other entities
	num = SV_AreaEdicts (p, p, touch, MAX_EDICTS, AREA_SOLID);

	for (i=0 ; i<num ; i++)
	{
		hit = touch[i];

		// might intersect, so do an exact clip
		headnode = SV_HullForEntity (hit);

		/* unused
		float *angles;
		angles = hit->s.angles;
		if (hit->solid != SOLID_BSP)
			angles = vec3_origin;	// boxes don't rotate
		*/

		c2 = CM_TransformedPointContents (p, headnode, hit->s.origin, hit->s.angles);

		contents |= c2;
	}

	return contents;
}

/* returns a headnode 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. */
int
SV_HullForEntity(edict_t *ent)
{
	cmodel_t	*model;

// decide which clipping hull to use, based on the size
	if (ent->solid == SOLID_BSP)
	{	// explicit hulls in the BSP model
		model = sv.models[ ent->s.modelindex ];

		if (!model)
			Com_Error (ERR_FATAL, "MOVETYPE_PUSH with a non bsp model");

		return model->headnode;
	}

	// create a temp hull from bounding box sizes

	return CM_HeadnodeForBox (ent->mins, ent->maxs);
}

void
SV_ClipMoveToEntities(moveclip_t *clip)
{
	int			i, num;
	edict_t		*touchlist[MAX_EDICTS], *touch;
	trace_t		trace;
	int			headnode;
	float		*angles;

	num = SV_AreaEdicts (clip->boxmins, clip->boxmaxs, touchlist
		, MAX_EDICTS, AREA_SOLID);

	// be careful, it is possible to have an entity in this
	// list removed before we get to it (killtriggered)
	for (i=0 ; i<num ; i++)
	{
		touch = touchlist[i];
		if (touch->solid == SOLID_NOT)
			continue;
		if (touch == clip->passedict)
			continue;
		if (clip->trace.allsolid)
			return;
		if (clip->passedict)
		{
		 	if (touch->owner == clip->passedict)
				continue;	// don't clip against own missiles
			if (clip->passedict->owner == touch)
				continue;	// don't clip against owner
		}

		if ( !(clip->contentmask & CONTENTS_DEADMONSTER)
		&& (touch->svflags & SVF_DEADMONSTER) )
				continue;

		// might intersect, so do an exact clip
		headnode = SV_HullForEntity (touch);
		angles = touch->s.angles;
		if (touch->solid != SOLID_BSP)
			angles = vec3_origin;	// boxes don't rotate

		if (touch->svflags & SVF_MONSTER)
			trace = CM_TransformedBoxTrace (clip->start, clip->end,
				clip->mins2, clip->maxs2, headnode, clip->contentmask,
				touch->s.origin, angles);
		else
			trace = CM_TransformedBoxTrace (clip->start, clip->end,
				clip->mins, clip->maxs, headnode,  clip->contentmask,
				touch->s.origin, angles);

		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;
	}
}

void
SV_TraceBounds(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
{
/*
	// debug to test against everything
	boxmins[0] = boxmins[1] = boxmins[2] = -9999;
	boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
*/
	int		i;
	
	for (i=0 ; i<3 ; i++)
	{
		if (end[i] > start[i])
		{
			boxmins[i] = start[i] + mins[i] - 1;
			boxmaxs[i] = end[i] + maxs[i] + 1;
		}
		else
		{
			boxmins[i] = end[i] + mins[i] - 1;
			boxmaxs[i] = start[i] + maxs[i] + 1;
		}
	}
}

/* moves the given mins/maxs volume through the world from start to end.
 * passedict and edicts owned by passedict are explicitly not checked. mins and
 * maxs are relative.
 * if the entire move stays in a solid volume, trace.allsolid will be set,
 * trace.startsolid will be set, and trace.fraction will be 0. if the starting
 * point is in a solid, it will be allowed to move out to an open area */
trace_t
SV_Trace(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, edict_t *passedict, int contentmask)
{
	moveclip_t	clip;

	if (!mins)
		mins = vec3_origin;
	if (!maxs)
		maxs = vec3_origin;

	memset ( &clip, 0, sizeof ( moveclip_t ) );

	// clip to world
	clip.trace = CM_BoxTrace (start, end, mins, maxs, 0, contentmask);
	clip.trace.ent = ge->edicts;
	if (clip.trace.fraction == 0)
		return clip.trace;		// blocked by the world

	clip.contentmask = contentmask;
	clip.start = start;
	clip.end = end;
	clip.mins = mins;
	clip.maxs = maxs;
	clip.passedict = passedict;

	VectorCopy (mins, clip.mins2);
	VectorCopy (maxs, clip.maxs2);
	
	// create the bounding box of the entire move
	SV_TraceBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );

	// clip to other solid entities
	SV_ClipMoveToEntities ( &clip );

	return clip.trace;
}