1. Thejesh GN
  2. quake3

Source

quake3 / code / server / sv_world.c

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
/*
===========================================================================
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 Foobar; 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"

/*
================
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 sharedEntity_t *ent ) {
	if ( ent->r.bmodel ) {
		// explicit hulls in the BSP model
		return CM_InlineModel( ent->s.modelindex );
	}
	if ( ent->r.svFlags & SVF_CAPSULE ) {
		// create a temp capsule from bounding box sizes
		return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qtrue );
	}

	// create a temp tree from bounding box sizes
	return CM_TempBoxModel( ent->r.mins, ent->r.maxs, qfalse );
}



/*
===============================================================================

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
===============
*/
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;

	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 );
}


/*
===============
SV_UnlinkEntity

===============
*/
void SV_UnlinkEntity( sharedEntity_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( sharedEntity_t *gEnt ) {
	worldSector_t	*node;
	int			leafs[MAX_TOTAL_ENT_LEAFS];
	int			cluster;
	int			num_leafs;
	int			i, j, k;
	int			area;
	int			lastLeaf;
	float		*origin, *angles;
	svEntity_t	*ent;

	ent = SV_SvEntityForGentity( gEnt );

	if ( ent->worldSector ) {
		SV_UnlinkEntity( gEnt );	// unlink from old position
	}

	// encode the size into the entityState_t for client prediction
	if ( gEnt->r.bmodel ) {
		gEnt->s.solid = SOLID_BMODEL;		// a solid_box will never create this value
	} else if ( gEnt->r.contents & ( CONTENTS_SOLID | CONTENTS_BODY ) ) {
		// assume that x/y are equal and symetric
		i = gEnt->r.maxs[0];
		if (i<1)
			i = 1;
		if (i>255)
			i = 255;

		// z is not symetric
		j = (-gEnt->r.mins[2]);
		if (j<1)
			j = 1;
		if (j>255)
			j = 255;

		// and z maxs can be negative...
		k = (gEnt->r.maxs[2]+32);
		if (k<1)
			k = 1;
		if (k>255)
			k = 255;

		gEnt->s.solid = (k<<16) | (j<<8) | i;
	} else {
		gEnt->s.solid = 0;
	}

	// get the position
	origin = gEnt->r.currentOrigin;
	angles = gEnt->r.currentAngles;

	// set the abs box
	if ( gEnt->r.bmodel && (angles[0] || angles[1] || angles[2]) ) {
		// expand for rotation
		float		max;
		int			i;

		max = RadiusFromBounds( gEnt->r.mins, gEnt->r.maxs );
		for (i=0 ; i<3 ; i++) {
			gEnt->r.absmin[i] = origin[i] - max;
			gEnt->r.absmax[i] = origin[i] + max;
		}
	} 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 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

====================
*/
void SV_AreaEntities_r( worldSector_t *node, areaParms_t *ap ) {
	svEntity_t	*check, *next;
	sharedEntity_t *gcheck;
	int			count;

	count = 0;

	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) {
		return;		// terminal node
	}

	// recurse down both sides
	if ( ap->maxs[node->axis] > node->dist ) {
		SV_AreaEntities_r ( node->children[0], ap );
	}
	if ( ap->mins[node->axis] < node->dist ) {
		SV_AreaEntities_r ( node->children[1], ap );
	}
}

/*
================
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;
	int			capsule;
} 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, int capsule ) {
	sharedEntity_t	*touch;
	clipHandle_t	clipHandle;
	float			*origin, *angles;

	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);

	origin = touch->r.currentOrigin;
	angles = touch->r.currentAngles;

	if ( !touch->r.bmodel ) {
		angles = vec3_origin;	// boxes don't rotate
	}

	CM_TransformedBoxTrace ( trace, (float *)start, (float *)end,
		(float *)mins, (float *)maxs, clipHandle,  contentmask,
		origin, angles, capsule);

	if ( trace->fraction < 1 ) {
		trace->entityNum = touch->s.number;
	}
}


/*
====================
SV_ClipMoveToEntities

====================
*/
void SV_ClipMoveToEntities( moveclip_t *clip ) {
	int			i, num;
	int			touchlist[MAX_GENTITIES];
	sharedEntity_t *touch;
	int			passOwnerNum;
	trace_t		trace;
	clipHandle_t	clipHandle;
	float		*origin, *angles;

	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] );

		// 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 ( 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;
		}

		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity (touch);

		origin = touch->r.currentOrigin;
		angles = touch->r.currentAngles;


		if ( !touch->r.bmodel ) {
			angles = vec3_origin;	// boxes don't rotate
		}

		CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
			(float *)clip->mins, (float *)clip->maxs, clipHandle,  clip->contentmask,
			origin, angles, clip->capsule);

		if ( trace.allsolid ) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if ( trace.startsolid ) {
			clip->trace.startsolid = qtrue;
			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_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, vec3_t mins, vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ) {
	moveclip_t	clip;
	int			i;

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

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

	// clip to world
	CM_BoxTrace( &clip.trace, start, end, mins, maxs, 0, contentmask, capsule );
	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.capsule = capsule;

	// 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_PointContents
=============
*/
int SV_PointContents( const vec3_t p, int passEntityNum ) {
	int			touch[MAX_GENTITIES];
	sharedEntity_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;
}