// world.c -- world query functions #include "quakedef.h" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ typedef struct{ vec3_t boxmins, boxmaxs;// enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; int type; edict_t *passedict;} moveclip_t; int SV_HullPointContents (hull_t *hull, int num, vec3_t p); /*=============================================================================== HULL BOXES ===============================================================================*/ static hull_t box_hull;static dclipnode_t box_clipnodes[6];static mplane_t box_planes[6]; /*===================SV_InitBoxHull Set up the planes and clipnodes so that the six floats of a bounding boxcan just be stored out and get a proper hull_t structure.===================*/void 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 smallBSP trees instead of being compared directly.===================*/hull_t *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/maxssize.Offset is filled in to contain the adjustment that must be added to thetesting object's origin to get a point to use with the returned hull.================*/hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset){ model_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // 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) Sys_Error ("SOLID_BSP without MOVETYPE_PUSH"); model = sv.models[ (int)ent->v.modelindex ]; if (!model || model->type != mod_brush) Sys_Error ("MOVETYPE_PUSH with a non bsp model"); 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; /*===============SV_CreateAreaNode ===============*/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;} /*===============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====================*/void SV_TouchLinks ( edict_t *ent, areanode_t *node ){ 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) { 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); 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 ===============*/void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node){ mplane_t *splitplane; mleaf_t *leaf; 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 & 1) SV_FindTouchedLeafs (ent, node->children[0]); if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]);} /*===============SV_LinkEdict ===============*/void SV_LinkEdict (edict_t *ent, bool 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 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// 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 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 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 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 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 if (touch_triggers) SV_TouchLinks ( ent, sv_areanodes );} /*=============================================================================== POINT TESTING IN HULLS ===============================================================================*/ /*==================SV_HullPointContents ==================*/int SV_HullPointContents (hull_t *hull, int num, vec3_t p){ float d; dclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("SV_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num;} /*==================SV_PointContents ==================*/int SV_PointContents (vec3_t p){ int cont; cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN) cont = CONTENTS_WATER; return cont;} int SV_TruePointContents (vec3_t p){ return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p);} //=========================================================================== /*============SV_TestEntityPosition This could be a lot more efficient...============*/edict_t *SV_TestEntityPosition (edict_t *ent){ trace_t trace; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent); if (trace.startsolid) return sv.edicts; return NULL;} /*===============================================================================Lines 1–500 of 845. 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// world.c -- world query functions #include "quakedef.h" /* entities never clip against themselves, or their owner line of sight checks trace->crosscontent, but bullets don't */ typedef struct { vec3_t boxmins, boxmaxs;// enclose the test object along entire move float *mins, *maxs; // size of the moving object vec3_t mins2, maxs2; // size when clipping against mosnters float *start, *end; trace_t trace; int type; edict_t *passedict; } moveclip_t; int SV_HullPointContents (hull_t *hull, int num, vec3_t p); /* =============================================================================== HULL BOXES =============================================================================== */ static hull_t box_hull; static dclipnode_t box_clipnodes[6]; 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. =================== */ void 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. =================== */ hull_t *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. ================ */ hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset) { model_t *model; vec3_t size; vec3_t hullmins, hullmaxs; hull_t *hull; // 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) Sys_Error ("SOLID_BSP without MOVETYPE_PUSH"); model = sv.models[ (int)ent->v.modelindex ]; if (!model || model->type != mod_brush) Sys_Error ("MOVETYPE_PUSH with a non bsp model"); 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; /* =============== SV_CreateAreaNode =============== */ 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; } /* =============== 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 ==================== */ void SV_TouchLinks ( edict_t *ent, areanode_t *node ) { 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) { 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); 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 =============== */ void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node) { mplane_t *splitplane; mleaf_t *leaf; 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 & 1) SV_FindTouchedLeafs (ent, node->children[0]); if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]); } /* =============== SV_LinkEdict =============== */ void SV_LinkEdict (edict_t *ent, bool 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 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 // 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 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 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 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 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 if (touch_triggers) SV_TouchLinks ( ent, sv_areanodes ); } /* =============================================================================== POINT TESTING IN HULLS =============================================================================== */ /* ================== SV_HullPointContents ================== */ int SV_HullPointContents (hull_t *hull, int num, vec3_t p) { float d; dclipnode_t *node; mplane_t *plane; while (num >= 0) { if (num < hull->firstclipnode || num > hull->lastclipnode) Sys_Error ("SV_HullPointContents: bad node number"); node = hull->clipnodes + num; plane = hull->planes + node->planenum; if (plane->type < 3) d = p[plane->type] - plane->dist; else d = DotProduct (plane->normal, p) - plane->dist; if (d < 0) num = node->children[1]; else num = node->children[0]; } return num; } /* ================== SV_PointContents ================== */ int SV_PointContents (vec3_t p) { int cont; cont = SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN) cont = CONTENTS_WATER; return cont; } int SV_TruePointContents (vec3_t p) { return SV_HullPointContents (&sv.worldmodel->hulls[0], 0, p); } //=========================================================================== /* ============ SV_TestEntityPosition This could be a lot more efficient... ============ */ edict_t *SV_TestEntityPosition (edict_t *ent) { trace_t trace; trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent); if (trace.startsolid) return sv.edicts; return NULL; } /* ===============================================================================