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/*
* 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;
}
}
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