/* * Copyright (C) 1997-2001 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. * */ // Created on 07.01.2000 by RST. package jake2.server; import jake2.Defines; import jake2.Globals; import jake2.game.*; import jake2.qcommon.CM; import jake2.qcommon.Com; import jake2.util.Math3D; public class SV_WORLD { // world.c -- world query functions // // //=============================================================================== // //ENTITY AREA CHECKING // //FIXME: this use of "area" is different from the bsp file use //=============================================================================== public static areanode_t sv_areanodes[] = new areanode_t[Defines.AREA_NODES]; static { SV_WORLD.initNodes(); } public static int sv_numareanodes; public static float area_mins[], area_maxs[]; public static edict_t area_list[]; public static int area_count, area_maxcount; public static int area_type; public static final int MAX_TOTAL_ENT_LEAFS = 128; static int leafs[] = new int[MAX_TOTAL_ENT_LEAFS]; static int clusters[] = new int[MAX_TOTAL_ENT_LEAFS]; //=========================================================================== static edict_t touch[] = new edict_t[Defines.MAX_EDICTS]; //=========================================================================== static edict_t touchlist[] = new edict_t[Defines.MAX_EDICTS]; public static void initNodes() { for (int n = 0; n < Defines.AREA_NODES; n++) SV_WORLD.sv_areanodes[n] = new areanode_t(); } // ClearLink is used for new headnodes public static void ClearLink(link_t l) { l.prev = l.next = l; } public static void RemoveLink(link_t l) { l.next.prev = l.prev; l.prev.next = l.next; } public static void InsertLinkBefore(link_t l, link_t before) { l.next = before; l.prev = before.prev; l.prev.next = l; l.next.prev = l; } /* * =============== SV_CreateAreaNode * * Builds a uniformly subdivided tree for the given world size * =============== */ public static areanode_t SV_CreateAreaNode(int depth, float[] mins, float[] maxs) { areanode_t anode; float[] size = { 0, 0, 0 }; float[] mins1 = { 0, 0, 0 }, maxs1 = { 0, 0, 0 }, mins2 = { 0, 0, 0 }, maxs2 = { 0, 0, 0 }; anode = SV_WORLD.sv_areanodes[SV_WORLD.sv_numareanodes]; // just for debugging (rst) // Math3D.VectorCopy(mins, anode.mins_rst); // Math3D.VectorCopy(maxs, anode.maxs_rst); SV_WORLD.sv_numareanodes++; ClearLink(anode.trigger_edicts); ClearLink(anode.solid_edicts); if (depth == Defines.AREA_DEPTH) { anode.axis = -1; anode.children[0] = anode.children[1] = null; return anode; } Math3D.VectorSubtract(maxs, mins, size); if (size[0] > size[1]) anode.axis = 0; else anode.axis = 1; anode.dist = 0.5f * (maxs[anode.axis] + mins[anode.axis]); Math3D.VectorCopy(mins, mins1); Math3D.VectorCopy(mins, mins2); Math3D.VectorCopy(maxs, maxs1); Math3D.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 * * =============== */ public static void SV_ClearWorld() { initNodes(); SV_WORLD.sv_numareanodes = 0; SV_CreateAreaNode(0, SV_INIT.sv.models[1].mins, SV_INIT.sv.models[1].maxs); /* * Com.p("areanodes:" + sv_numareanodes + " (sollten 32 sein)."); for * (int n = 0; n < sv_numareanodes; n++) { Com.Printf( "|%3i|%2i|%8.2f * |%8.2f|%8.2f|%8.2f| %8.2f|%8.2f|%8.2f|\n", new Vargs() .add(n) * .add(sv_areanodes[n].axis) .add(sv_areanodes[n].dist) * .add(sv_areanodes[n].mins_rst[0]) .add(sv_areanodes[n].mins_rst[1]) * .add(sv_areanodes[n].mins_rst[2]) .add(sv_areanodes[n].maxs_rst[0]) * .add(sv_areanodes[n].maxs_rst[1]) .add(sv_areanodes[n].maxs_rst[2])); } */ } /* * =============== SV_UnlinkEdict =============== */ public static void SV_UnlinkEdict(edict_t ent) { if (null == ent.area.prev) return; // not linked in anywhere RemoveLink(ent.area); ent.area.prev = ent.area.next = null; } public static void SV_LinkEdict(edict_t ent) { areanode_t node; int num_leafs; int j, k; int area; int topnode = 0; if (ent.area.prev != null) SV_UnlinkEdict(ent); // unlink from old position if (ent == GameBase.g_edicts[0]) return; // don't add the world if (!ent.inuse) return; // set the size Math3D.VectorSubtract(ent.maxs, ent.mins, ent.size); // encode the size into the entity_state for client prediction if (ent.solid == Defines.SOLID_BBOX && 0 == (ent.svflags & Defines.SVF_DEADMONSTER)) { // assume that x/y are equal and symetric int i = (int) (ent.maxs[0] / 8); if (i < 1) i = 1; if (i > 31) i = 31; // z is not symetric j = (int) ((-ent.mins[2]) / 8); if (j < 1) j = 1; if (j > 31) j = 31; // and z maxs can be negative... k = (int) ((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 == Defines.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 == Defines.SOLID_BSP && (ent.s.angles[0] != 0 || ent.s.angles[1] != 0 || ent.s.angles[2] != 0)) { // expand for rotation float max, v; max = 0; for (int i = 0; i < 3; i++) { v = Math.abs(ent.mins[i]); if (v > max) max = v; v = Math.abs(ent.maxs[i]); if (v > max) max = v; } for (int i = 0; i < 3; i++) { ent.absmin[i] = ent.s.origin[i] - max; ent.absmax[i] = ent.s.origin[i] + max; } } else { // normal Math3D.VectorAdd(ent.s.origin, ent.mins, ent.absmin); Math3D.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]--; ent.absmin[1]--; ent.absmin[2]--; ent.absmax[0]++; ent.absmax[1]++; ent.absmax[2]++; // link to PVS leafs ent.num_clusters = 0; ent.areanum = 0; ent.areanum2 = 0; // get all leafs, including solids int iw[] = { topnode }; num_leafs = CM.CM_BoxLeafnums(ent.absmin, ent.absmax, SV_WORLD.leafs, SV_WORLD.MAX_TOTAL_ENT_LEAFS, iw); topnode = iw[0]; // set areas for (int i = 0; i < num_leafs; i++) { SV_WORLD.clusters[i] = CM.CM_LeafCluster(SV_WORLD.leafs[i]); area = CM.CM_LeafArea(SV_WORLD.leafs[i]); if (area != 0) { // doors may legally straggle two areas, // but nothing should evern need more than that if (ent.areanum != 0 && ent.areanum != area) { if (ent.areanum2 != 0 && ent.areanum2 != area && SV_INIT.sv.state == Defines.ss_loading) Com.DPrintf("Object touching 3 areas at " + ent.absmin[0] + " " + ent.absmin[1] + " " + ent.absmin[2] + "\n"); ent.areanum2 = area; } else ent.areanum = area; } } if (num_leafs >= SV_WORLD.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 (int i = 0; i < num_leafs; i++) { if (SV_WORLD.clusters[i] == -1) continue; // not a visible leaf for (j = 0; j < i; j++) if (SV_WORLD.clusters[j] == SV_WORLD.clusters[i]) break; if (j == i) { if (ent.num_clusters == Defines.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++] = SV_WORLD.clusters[i]; } } } // if first time, make sure old_origin is valid if (0 == ent.linkcount) { Math3D.VectorCopy(ent.s.origin, ent.s.old_origin); } ent.linkcount++; if (ent.solid == Defines.SOLID_NOT) return; // find the first node that the ent's box crosses node = SV_WORLD.sv_areanodes[0]; while (true) { 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 == Defines.SOLID_TRIGGER) InsertLinkBefore(ent.area, node.trigger_edicts); else InsertLinkBefore(ent.area, node.solid_edicts); } /* * ==================== SV_AreaEdicts_r * * ==================== */ public static void SV_AreaEdicts_r(areanode_t node) { link_t l, next, start; edict_t check; // touch linked edicts if (SV_WORLD.area_type == Defines.AREA_SOLID) start = node.solid_edicts; else start = node.trigger_edicts; for (l = start.next; l != start; l = next) { next = l.next; check = (edict_t) l.o; if (check.solid == Defines.SOLID_NOT) continue; // deactivated if (check.absmin[0] > SV_WORLD.area_maxs[0] || check.absmin[1] > SV_WORLD.area_maxs[1] || check.absmin[2] > SV_WORLD.area_maxs[2] || check.absmax[0] < SV_WORLD.area_mins[0] || check.absmax[1] < SV_WORLD.area_mins[1] || check.absmax[2] < SV_WORLD.area_mins[2]) continue; // not touching if (SV_WORLD.area_count == SV_WORLD.area_maxcount) { Com.Printf("SV_AreaEdicts: MAXCOUNT\n"); return; } SV_WORLD.area_list[SV_WORLD.area_count] = check; SV_WORLD.area_count++; } if (node.axis == -1) return; // terminal node // recurse down both sides if (SV_WORLD.area_maxs[node.axis] > node.dist) SV_AreaEdicts_r(node.children[0]); if (SV_WORLD.area_mins[node.axis] < node.dist) SV_AreaEdicts_r(node.children[1]); } /* * ================ SV_AreaEdicts ================ */ public static int SV_AreaEdicts(float[] mins, float[] maxs, edict_t list[], int maxcount, int areatype) { SV_WORLD.area_mins = mins; SV_WORLD.area_maxs = maxs; SV_WORLD.area_list = list; SV_WORLD.area_count = 0; SV_WORLD.area_maxcount = maxcount; SV_WORLD.area_type = areatype; SV_AreaEdicts_r(SV_WORLD.sv_areanodes[0]); return SV_WORLD.area_count; } /* * ============= SV_PointContents ============= */ public static int SV_PointContents(float[] p) { edict_t hit; int i, num; int contents, c2; int headnode; // get base contents from world contents = CM.PointContents(p, SV_INIT.sv.models[1].headnode); // or in contents from all the other entities num = SV_AreaEdicts(p, p, SV_WORLD.touch, Defines.MAX_EDICTS, Defines.AREA_SOLID); for (i = 0; i < num; i++) { hit = SV_WORLD.touch[i]; // might intersect, so do an exact clip headnode = SV_HullForEntity(hit); if (hit.solid != Defines.SOLID_BSP) { } c2 = CM.TransformedPointContents(p, headnode, hit.s.origin, hit.s.angles); contents |= c2; } return contents; } /* * ================ SV_HullForEntity * * 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. ================ */ public static int SV_HullForEntity(edict_t ent) { cmodel_t model; // decide which clipping hull to use, based on the size if (ent.solid == Defines.SOLID_BSP) { // explicit hulls in the BSP model model = SV_INIT.sv.models[ent.s.modelindex]; if (null == model) Com.Error(Defines.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); } public static void SV_ClipMoveToEntities(moveclip_t clip) { int i, num; edict_t touch; trace_t trace; int headnode; float angles[]; num = SV_AreaEdicts(clip.boxmins, clip.boxmaxs, SV_WORLD.touchlist, Defines.MAX_EDICTS, Defines.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 = SV_WORLD.touchlist[i]; if (touch.solid == Defines.SOLID_NOT) continue; if (touch == clip.passedict) continue; if (clip.trace.allsolid) return; if (clip.passedict != null) { if (touch.owner == clip.passedict) continue; // don't clip against own missiles if (clip.passedict.owner == touch) continue; // don't clip against owner } if (0 == (clip.contentmask & Defines.CONTENTS_DEADMONSTER) && 0 != (touch.svflags & Defines.SVF_DEADMONSTER)) continue; // might intersect, so do an exact clip headnode = SV_HullForEntity(touch); angles = touch.s.angles; if (touch.solid != Defines.SOLID_BSP) angles = Globals.vec3_origin; // boxes don't rotate if ((touch.svflags & Defines.SVF_MONSTER) != 0) 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.set(trace); } else if (trace.startsolid) clip.trace.startsolid = true; } } /* * ================== SV_TraceBounds ================== */ public static void SV_TraceBounds(float[] start, float[] mins, float[] maxs, float[] end, float[] boxmins, float[] boxmaxs) { 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; } } } /* * ================== SV_Trace * * Moves the given mins/maxs volume through the world from start to end. * * Passedict and edicts owned by passedict are explicitly not checked. * * ================== */ public static trace_t SV_Trace(float[] start, float[] mins, float[] maxs, float[] end, edict_t passedict, int contentmask) { moveclip_t clip = new moveclip_t(); if (mins == null) mins = Globals.vec3_origin; if (maxs == null) maxs = Globals.vec3_origin; // clip to world clip.trace = CM.BoxTrace(start, end, mins, maxs, 0, contentmask); clip.trace.ent = GameBase.g_edicts[0]; 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; Math3D.VectorCopy(mins, clip.mins2); Math3D.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; } }