Coordinates are now floats in network protocol (bloats it yes, but the accuracy allow...
[divverent/darkplaces.git] / world.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // world.c -- world query functions
21
22 #include "quakedef.h"
23
24 /*
25
26 entities never clip against themselves, or their owner
27
28 line of sight checks trace->crosscontent, but bullets don't
29
30 */
31
32
33 typedef struct
34 {
35         vec3_t          boxmins, boxmaxs;// enclose the test object along entire move
36         float           *mins, *maxs;   // size of the moving object
37         vec3_t          mins2, maxs2;   // size when clipping against mosnters
38         float           *start, *end;
39         trace_t         trace;
40         int                     type;
41         edict_t         *passedict;
42 } moveclip_t;
43
44
45 /*
46 ===============================================================================
47
48 HULL BOXES
49
50 ===============================================================================
51 */
52
53
54 static  hull_t          box_hull;
55 static  dclipnode_t     box_clipnodes[6];
56 static  mplane_t        box_planes[6];
57
58 /*
59 ===================
60 SV_InitBoxHull
61
62 Set up the planes and clipnodes so that the six floats of a bounding box
63 can just be stored out and get a proper hull_t structure.
64 ===================
65 */
66 void SV_InitBoxHull (void)
67 {
68         int             i;
69         int             side;
70
71         box_hull.clipnodes = box_clipnodes;
72         box_hull.planes = box_planes;
73         box_hull.firstclipnode = 0;
74         box_hull.lastclipnode = 5;
75
76         for (i=0 ; i<6 ; i++)
77         {
78                 box_clipnodes[i].planenum = i;
79                 
80                 side = i&1;
81                 
82                 box_clipnodes[i].children[side] = CONTENTS_EMPTY;
83                 if (i != 5)
84                         box_clipnodes[i].children[side^1] = i + 1;
85                 else
86                         box_clipnodes[i].children[side^1] = CONTENTS_SOLID;
87                 
88                 box_planes[i].type = i>>1;
89                 box_planes[i].normal[i>>1] = 1;
90         }
91         
92 }
93
94
95 /*
96 ===================
97 SV_HullForBox
98
99 To keep everything totally uniform, bounding boxes are turned into small
100 BSP trees instead of being compared directly.
101 ===================
102 */
103 hull_t  *SV_HullForBox (vec3_t mins, vec3_t maxs)
104 {
105         box_planes[0].dist = maxs[0];
106         box_planes[1].dist = mins[0];
107         box_planes[2].dist = maxs[1];
108         box_planes[3].dist = mins[1];
109         box_planes[4].dist = maxs[2];
110         box_planes[5].dist = mins[2];
111
112         return &box_hull;
113 }
114
115
116
117 /*
118 ================
119 SV_HullForEntity
120
121 Returns a hull that can be used for testing or clipping an object of mins/maxs
122 size.
123 Offset is filled in to contain the adjustment that must be added to the
124 testing object's origin to get a point to use with the returned hull.
125 ================
126 */
127 extern qboolean hlbsp;
128 hull_t *SV_HullForEntity (edict_t *ent, vec3_t mins, vec3_t maxs, vec3_t offset)
129 {
130         model_t         *model;
131         vec3_t          size;
132         vec3_t          hullmins, hullmaxs;
133         hull_t          *hull;
134
135 // decide which clipping hull to use, based on the size
136         if (ent->v.solid == SOLID_BSP)
137         {       // explicit hulls in the BSP model
138                 if (ent->v.movetype != MOVETYPE_PUSH)
139                         Host_Error ("SOLID_BSP without MOVETYPE_PUSH");
140
141                 model = sv.models[ (int)ent->v.modelindex ];
142
143                 // LordHavoc: fixed SOLID_BSP error message
144                 if (!model || model->type != mod_brush)
145                 {
146                         Con_Printf ("SOLID_BSP with a non bsp model, entity dump:\n");
147                         ED_Print (ent);
148                         Host_Error ("SOLID_BSP with a non bsp model\n");
149                 }
150
151                 VectorSubtract (maxs, mins, size);
152                 // LordHavoc: FIXME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
153                 if (hlbsp)
154                 {
155                         if (size[0] < 3)
156                                 hull = &model->hulls[0]; // 0x0x0
157                         else if (size[0] <= 32)
158                         {
159                                 if (size[2] < 54) // pick the nearest of 36 or 72
160                                         hull = &model->hulls[3]; // 32x32x36
161                                 else
162                                         hull = &model->hulls[1]; // 32x32x72
163                         }
164                         else
165                                 hull = &model->hulls[2]; // 64x64x64
166                 }
167                 else
168                 {
169                         if (size[0] < 3)
170                                 hull = &model->hulls[0]; // 0x0x0
171                         else if (size[0] <= 32)
172                                 hull = &model->hulls[1]; // 32x32x56
173                         else
174                                 hull = &model->hulls[2]; // 64x64x88
175                 }
176
177 // calculate an offset value to center the origin
178                 VectorSubtract (hull->clip_mins, mins, offset);
179                 VectorAdd (offset, ent->v.origin, offset);
180         }
181         else
182         {       // create a temp hull from bounding box sizes
183
184                 VectorSubtract (ent->v.mins, maxs, hullmins);
185                 VectorSubtract (ent->v.maxs, mins, hullmaxs);
186                 hull = SV_HullForBox (hullmins, hullmaxs);
187                 
188                 VectorCopy (ent->v.origin, offset);
189         }
190
191
192         return hull;
193 }
194
195 /*
196 ===============================================================================
197
198 ENTITY AREA CHECKING
199
200 ===============================================================================
201 */
202
203 typedef struct areanode_s
204 {
205         int             axis;           // -1 = leaf node
206         float   dist;
207         struct areanode_s       *children[2];
208         link_t  trigger_edicts;
209         link_t  solid_edicts;
210 } areanode_t;
211
212 #define AREA_DEPTH      4
213 #define AREA_NODES      32
214
215 static  areanode_t      sv_areanodes[AREA_NODES];
216 static  int                     sv_numareanodes;
217
218 /*
219 ===============
220 SV_CreateAreaNode
221
222 ===============
223 */
224 areanode_t *SV_CreateAreaNode (int depth, vec3_t mins, vec3_t maxs)
225 {
226         areanode_t      *anode;
227         vec3_t          size;
228         vec3_t          mins1, maxs1, mins2, maxs2;
229
230         anode = &sv_areanodes[sv_numareanodes];
231         sv_numareanodes++;
232
233         ClearLink (&anode->trigger_edicts);
234         ClearLink (&anode->solid_edicts);
235         
236         if (depth == AREA_DEPTH)
237         {
238                 anode->axis = -1;
239                 anode->children[0] = anode->children[1] = NULL;
240                 return anode;
241         }
242         
243         VectorSubtract (maxs, mins, size);
244         if (size[0] > size[1])
245                 anode->axis = 0;
246         else
247                 anode->axis = 1;
248         
249         anode->dist = 0.5 * (maxs[anode->axis] + mins[anode->axis]);
250         VectorCopy (mins, mins1);       
251         VectorCopy (mins, mins2);       
252         VectorCopy (maxs, maxs1);       
253         VectorCopy (maxs, maxs2);       
254         
255         maxs1[anode->axis] = mins2[anode->axis] = anode->dist;
256         
257         anode->children[0] = SV_CreateAreaNode (depth+1, mins2, maxs2);
258         anode->children[1] = SV_CreateAreaNode (depth+1, mins1, maxs1);
259
260         return anode;
261 }
262
263 /*
264 ===============
265 SV_ClearWorld
266
267 ===============
268 */
269 void SV_ClearWorld (void)
270 {
271         SV_InitBoxHull ();
272         
273         memset (sv_areanodes, 0, sizeof(sv_areanodes));
274         sv_numareanodes = 0;
275         SV_CreateAreaNode (0, sv.worldmodel->mins, sv.worldmodel->maxs);
276 }
277
278
279 /*
280 ===============
281 SV_UnlinkEdict
282
283 ===============
284 */
285 void SV_UnlinkEdict (edict_t *ent)
286 {
287         if (!ent->area.prev)
288                 return;         // not linked in anywhere
289         RemoveLink (&ent->area);
290         ent->area.prev = ent->area.next = NULL;
291 }
292
293
294 /*
295 ====================
296 SV_TouchLinks
297 ====================
298 */
299 void SV_TouchLinks ( edict_t *ent, areanode_t *node )
300 {
301         link_t          *l, *next;
302         edict_t         *touch;
303         int                     old_self, old_other;
304
305 loc0:
306 // touch linked edicts
307         for (l = node->trigger_edicts.next ; l != &node->trigger_edicts ; l = next)
308         {
309                 next = l->next;
310                 touch = EDICT_FROM_AREA(l);
311                 if (touch == ent)
312                         continue;
313                 if (!touch->v.touch || touch->v.solid != SOLID_TRIGGER)
314                         continue;
315                 if (ent->v.absmin[0] > touch->v.absmax[0]
316                 || ent->v.absmin[1] > touch->v.absmax[1]
317                 || ent->v.absmin[2] > touch->v.absmax[2]
318                 || ent->v.absmax[0] < touch->v.absmin[0]
319                 || ent->v.absmax[1] < touch->v.absmin[1]
320                 || ent->v.absmax[2] < touch->v.absmin[2] )
321                         continue;
322                 old_self = pr_global_struct->self;
323                 old_other = pr_global_struct->other;
324
325                 pr_global_struct->self = EDICT_TO_PROG(touch);
326                 pr_global_struct->other = EDICT_TO_PROG(ent);
327                 pr_global_struct->time = sv.time;
328                 PR_ExecuteProgram (touch->v.touch, "");
329
330                 pr_global_struct->self = old_self;
331                 pr_global_struct->other = old_other;
332         }
333         
334 // recurse down both sides
335         if (node->axis == -1)
336                 return;
337         
338         // LordHavoc: optimized recursion
339 //      if (ent->v.absmax[node->axis] > node->dist) SV_TouchLinks (ent, node->children[0]);
340 //      if (ent->v.absmin[node->axis] < node->dist) SV_TouchLinks (ent, node->children[1]);
341         if (ent->v.absmax[node->axis] > node->dist)
342         {
343                 if (ent->v.absmin[node->axis] < node->dist)
344                         SV_TouchLinks(ent, node->children[1]); // order reversed to reduce code
345                 node = node->children[0];
346                 goto loc0;
347         }
348         else
349         {
350                 if (ent->v.absmin[node->axis] < node->dist)
351                 {
352                         node = node->children[1];
353                         goto loc0;
354                 }
355         }
356 }
357
358
359 /*
360 ===============
361 SV_FindTouchedLeafs
362
363 ===============
364 */
365 void SV_FindTouchedLeafs (edict_t *ent, mnode_t *node)
366 {
367         mplane_t        *splitplane;
368         mleaf_t         *leaf;
369         int                     sides;
370         int                     leafnum;
371
372 loc0:
373         if (node->contents == CONTENTS_SOLID)
374                 return;
375         
376 // add an efrag if the node is a leaf
377
378         if ( node->contents < 0)
379         {
380                 if (ent->num_leafs == MAX_ENT_LEAFS)
381                 {
382                         Con_DPrintf("FindTouchedLeafs overflow\n");
383                         return;
384                 }
385
386                 leaf = (mleaf_t *)node;
387                 leafnum = leaf - sv.worldmodel->leafs - 1;
388
389                 ent->leafnums[ent->num_leafs] = leafnum;
390                 ent->num_leafs++;                       
391                 return;
392         }
393         
394 // NODE_MIXED
395
396         splitplane = node->plane;
397         sides = BOX_ON_PLANE_SIDE(ent->v.absmin, ent->v.absmax, splitplane);
398         
399 // recurse down the contacted sides
400         // LordHavoc: optimized recursion
401 //      if (sides & 1) SV_FindTouchedLeafs (ent, node->children[0]);
402 //      if (sides & 2) SV_FindTouchedLeafs (ent, node->children[1]);
403         switch (sides)
404         {
405         case 1:
406                 node = node->children[0];
407                 goto loc0;
408         case 2:
409                 node = node->children[1];
410                 goto loc0;
411         default: // 3
412                 if (node->children[0]->contents != CONTENTS_SOLID)
413                         SV_FindTouchedLeafs (ent, node->children[0]);
414                 node = node->children[1];
415                 goto loc0;
416         }
417 }
418
419 /*
420 ===============
421 SV_LinkEdict
422
423 ===============
424 */
425 void SV_LinkEdict (edict_t *ent, qboolean touch_triggers)
426 {
427         areanode_t      *node;
428
429         if (ent->area.prev)
430                 SV_UnlinkEdict (ent);   // unlink from old position
431                 
432         if (ent == sv.edicts)
433                 return;         // don't add the world
434
435         if (ent->free)
436                 return;
437
438 // set the abs box
439
440 // LordHavoc: enabling rotating bmodels
441         if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
442         {       // expand for rotation
443                 float           max, v;
444                 int                     i;
445
446                 max = DotProduct(ent->v.mins, ent->v.mins);
447                 v = DotProduct(ent->v.maxs, ent->v.maxs);
448                 if (max < v)
449                         max = v;
450                 max = sqrt(max);
451                 /*
452                 max = 0;
453                 for (i=0 ; i<3 ; i++)
454                 {
455                         v = fabs(ent->v.mins[i]);
456                         if (max < v)
457                                 max = v;
458                         v = fabs(ent->v.maxs[i]);
459                         if (max < v)
460                                 max = v;
461                 }
462                 */
463                 for (i=0 ; i<3 ; i++)
464                 {
465                         ent->v.absmin[i] = ent->v.origin[i] - max;
466                         ent->v.absmax[i] = ent->v.origin[i] + max;
467                 }
468         }
469         else
470         {
471                 VectorAdd (ent->v.origin, ent->v.mins, ent->v.absmin);  
472                 VectorAdd (ent->v.origin, ent->v.maxs, ent->v.absmax);
473         }
474
475 //
476 // to make items easier to pick up and allow them to be grabbed off
477 // of shelves, the abs sizes are expanded
478 //
479         if ((int)ent->v.flags & FL_ITEM)
480         {
481                 ent->v.absmin[0] -= 15;
482                 ent->v.absmin[1] -= 15;
483                 ent->v.absmax[0] += 15;
484                 ent->v.absmax[1] += 15;
485         }
486         else
487         {       // because movement is clipped an epsilon away from an actual edge,
488                 // we must fully check even when bounding boxes don't quite touch
489                 ent->v.absmin[0] -= 1;
490                 ent->v.absmin[1] -= 1;
491                 ent->v.absmin[2] -= 1;
492                 ent->v.absmax[0] += 1;
493                 ent->v.absmax[1] += 1;
494                 ent->v.absmax[2] += 1;
495         }
496
497 // link to PVS leafs
498         ent->num_leafs = 0;
499         if (ent->v.modelindex)
500                 SV_FindTouchedLeafs (ent, sv.worldmodel->nodes);
501
502         if (ent->v.solid == SOLID_NOT)
503                 return;
504
505 // find the first node that the ent's box crosses
506         node = sv_areanodes;
507         while (1)
508         {
509                 if (node->axis == -1)
510                         break;
511                 if (ent->v.absmin[node->axis] > node->dist)
512                         node = node->children[0];
513                 else if (ent->v.absmax[node->axis] < node->dist)
514                         node = node->children[1];
515                 else
516                         break;          // crosses the node
517         }
518
519 // link it in   
520
521         if (ent->v.solid == SOLID_TRIGGER)
522                 InsertLinkBefore (&ent->area, &node->trigger_edicts);
523         else
524                 InsertLinkBefore (&ent->area, &node->solid_edicts);
525         
526 // if touch_triggers, touch all entities at this node and descend for more
527         if (touch_triggers)
528                 SV_TouchLinks ( ent, sv_areanodes );
529 }
530
531
532
533 /*
534 ===============================================================================
535
536 POINT TESTING IN HULLS
537
538 ===============================================================================
539 */
540
541 // SV_HullPointContents moved to cpu_noasm.c
542
543 /*
544 ============
545 SV_TestEntityPosition
546
547 This could be a lot more efficient...
548 ============
549 */
550 edict_t *SV_TestEntityPosition (edict_t *ent)
551 {
552         trace_t trace;
553
554         trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, ent->v.origin, 0, ent);
555         
556         if (trace.startsolid)
557                 return sv.edicts;
558                 
559         return NULL;
560 }
561
562
563 /*
564 ===============================================================================
565
566 LINE TESTING IN HULLS
567
568 ===============================================================================
569 */
570
571 // 1/32 epsilon to keep floating point happy
572 #define DIST_EPSILON    (0.03125)
573
574 /*
575 ==================
576 SV_RecursiveHullCheck
577
578 ==================
579 */
580 /*
581 qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
582 {
583         dclipnode_t     *node;
584         mplane_t        *plane;
585         float           t1, t2;
586         float           frac;
587         int                     i;
588         vec3_t          mid;
589         int                     side;
590         float           midf;
591
592 loc0:
593 // check for empty
594         if (num < 0)
595         {
596                 if (num != CONTENTS_SOLID)
597                 {
598                         trace->allsolid = false;
599                         if (num == CONTENTS_EMPTY)
600                                 trace->inopen = true;
601                         else
602                                 trace->inwater = true;
603                 }
604                 else
605                         trace->startsolid = true;
606                 return true;            // empty
607         }
608
609         if (num < hull->firstclipnode || num > hull->lastclipnode)
610                 Sys_Error ("SV_RecursiveHullCheck: bad node number");
611
612 //
613 // find the point distances
614 //
615         node = hull->clipnodes + num;
616         plane = hull->planes + node->planenum;
617
618         t1 = PlaneDiff(p1, plane);
619         t2 = PlaneDiff(p2, plane);
620         
621 #if 1
622         if (t1 >= 0 && t2 >= 0)
623         // LordHavoc: optimized recursion
624 //              return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
625         {
626                 num = node->children[0];
627                 goto loc0;
628         }
629         if (t1 < 0 && t2 < 0)
630 //              return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
631         {
632                 num = node->children[1];
633                 goto loc0;
634         }
635 #else
636         if ( (t1 >= DIST_EPSILON && t2 >= DIST_EPSILON) || (t2 > t1 && t1 >= 0) )
637                 return SV_RecursiveHullCheck (hull, node->children[0], p1f, p2f, p1, p2, trace);
638         if ( (t1 <= -DIST_EPSILON && t2 <= -DIST_EPSILON) || (t2 < t1 && t1 <= 0) )
639                 return SV_RecursiveHullCheck (hull, node->children[1], p1f, p2f, p1, p2, trace);
640 #endif
641
642 // put the crosspoint DIST_EPSILON pixels on the near side
643         if (t1 < 0)
644                 frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
645         else
646                 frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
647                 
648         midf = p1f + (p2f - p1f)*frac;
649         mid[0] = p1[0] + frac*(p2[0] - p1[0]);
650         mid[1] = p1[1] + frac*(p2[1] - p1[1]);
651         mid[2] = p1[2] + frac*(p2[2] - p1[2]);
652
653         side = (t1 < 0);
654
655 // move up to the node
656         if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
657                 return false;
658
659 #ifdef PARANOID
660         if (SV_HullPointContents (hull, node->children[side], mid) == CONTENTS_SOLID)
661         {
662                 Con_Printf ("mid PointInHullSolid\n");
663                 return false;
664         }
665 #endif
666
667         if (SV_HullPointContents (hull, node->children[side^1], mid) != CONTENTS_SOLID)
668 // go past the node
669                 return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
670         // mid would need to be duplicated during recursion...
671 */
672         /*
673         {
674                 p1f = midf;
675                 p1 = mid;
676                 num = node->children[side^1];
677                 goto loc0;
678         }
679         */
680 /*
681
682         if (trace->allsolid)
683                 return false;           // never got out of the solid area
684         
685 //==================
686 // the other side of the node is solid, this is the impact point
687 //==================
688         if (!side)
689         {
690                 VectorCopy (plane->normal, trace->plane.normal);
691                 trace->plane.dist = plane->dist;
692         }
693         else
694         {
695                 VectorNegate (plane->normal, trace->plane.normal);
696                 trace->plane.dist = -plane->dist;
697         }
698
699         while (SV_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID)
700         { // shouldn't really happen, but does occasionally
701                 frac -= 0.1;
702                 if (frac < 0)
703                 {
704                         trace->fraction = midf;
705                         VectorCopy (mid, trace->endpos);
706                         Con_DPrintf ("backup past 0\n");
707                         return false;
708                 }
709                 midf = p1f + (p2f - p1f)*frac;
710                 for (i=0 ; i<3 ; i++)
711                         mid[i] = p1[i] + frac*(p2[i] - p1[i]);
712         }
713
714         trace->fraction = midf;
715         VectorCopy (mid, trace->endpos);
716
717         return false;
718 }
719 */
720
721 // LordHavoc: backported from my optimizations to PM_RecursiveHullCheck in QuakeForge newtree (QW)
722 qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, trace_t *trace)
723 {
724         dclipnode_t     *node;
725         mplane_t        *plane;
726         float           t1, t2;
727         float           frac;
728         int                     i;
729         vec3_t          mid;
730         int                     side;
731         float           midf;
732
733         // LordHavoc: a goto!  everyone flee in terror... :)
734 loc0:
735 // check for empty
736         if (num < 0)
737         {
738                 if (num != CONTENTS_SOLID)
739                 {
740                         trace->allsolid = false;
741                         if (num == CONTENTS_EMPTY)
742                                 trace->inopen = true;
743                         else
744                                 trace->inwater = true;
745                 }
746                 else
747                         trace->startsolid = true;
748                 return true;            // empty
749         }
750
751 // find the point distances
752         node = hull->clipnodes + num;
753         plane = hull->planes + node->planenum;
754
755         if (plane->type < 3)
756         {
757                 t1 = p1[plane->type] - plane->dist;
758                 t2 = p2[plane->type] - plane->dist;
759         }
760         else
761         {
762                 t1 = DotProduct (plane->normal, p1) - plane->dist;
763                 t2 = DotProduct (plane->normal, p2) - plane->dist;
764         }
765
766         // LordHavoc: recursion optimization
767         if (t1 >= 0 && t2 >= 0)
768         {
769                 num = node->children[0];
770                 goto loc0;
771         }
772         if (t1 < 0 && t2 < 0)
773         {
774                 num = node->children[1];
775                 goto loc0;
776         }
777
778 // put the crosspoint DIST_EPSILON pixels on the near side
779         side = (t1 < 0);
780         if (side)
781                 frac = bound(0, (t1 + DIST_EPSILON) / (t1 - t2), 1);
782         else
783                 frac = bound(0, (t1 - DIST_EPSILON) / (t1 - t2), 1);
784                 
785         midf = p1f + (p2f - p1f)*frac;
786         for (i=0 ; i<3 ; i++)
787                 mid[i] = p1[i] + frac*(p2[i] - p1[i]);
788
789 // move up to the node
790         if (!SV_RecursiveHullCheck (hull, node->children[side], p1f, midf, p1, mid, trace) )
791                 return false;
792
793 #ifdef PARANOID
794         if (SV_HullPointContents (pm_hullmodel, mid, node->children[side]) == CONTENTS_SOLID)
795         {
796                 Con_Printf ("mid PointInHullSolid\n");
797                 return false;
798         }
799 #endif
800
801         // LordHavoc: warning to the clumsy, this recursion can not be optimized because mid would need to be duplicated on a stack
802         if (SV_HullPointContents (hull, node->children[side^1], mid) != CONTENTS_SOLID)
803 // go past the node
804                 return SV_RecursiveHullCheck (hull, node->children[side^1], midf, p2f, mid, p2, trace);
805         
806         if (trace->allsolid)
807                 return false;           // never got out of the solid area
808                 
809 //==================
810 // the other side of the node is solid, this is the impact point
811 //==================
812         if (!side)
813         {
814                 VectorCopy (plane->normal, trace->plane.normal);
815                 trace->plane.dist = plane->dist;
816         }
817         else
818         {
819                 VectorNegate (plane->normal, trace->plane.normal);
820                 trace->plane.dist = -plane->dist;
821         }
822
823         while (SV_HullPointContents (hull, hull->firstclipnode, mid) == CONTENTS_SOLID)
824         { // shouldn't really happen, but does occasionally
825                 frac -= 0.1;
826                 if (frac < 0)
827                 {
828                         trace->fraction = midf;
829                         VectorCopy (mid, trace->endpos);
830                         Con_DPrintf ("backup past 0\n");
831                         return false;
832                 }
833                 midf = p1f + (p2f - p1f)*frac;
834                 for (i=0 ; i<3 ; i++)
835                         mid[i] = p1[i] + frac*(p2[i] - p1[i]);
836         }
837
838         trace->fraction = midf;
839         VectorCopy (mid, trace->endpos);
840
841         return false;
842 }
843
844 qboolean SV_TestLine (hull_t *hull, int num, vec3_t p1, vec3_t p2)
845 {
846         dclipnode_t     *node;
847         mplane_t        *plane;
848         float           t1, t2, frac;
849         vec3_t          mid;
850         int                     side;
851
852 loc0:
853 // check for empty
854         if (num < 0)
855                 return num != CONTENTS_SOLID;
856
857         if (num < hull->firstclipnode || num > hull->lastclipnode)
858                 Sys_Error ("SV_RecursiveHullCheck: bad node number");
859
860 //
861 // find the point distances
862 //
863         node = hull->clipnodes + num;
864         plane = hull->planes + node->planenum;
865
866         t1 = PlaneDiff(p1, plane);
867         t2 = PlaneDiff(p2, plane);
868         
869         if (t1 >= 0 && t2 >= 0)
870         {
871                 num = node->children[0];
872                 goto loc0;
873         }
874         if (t1 < 0 && t2 < 0)
875         {
876                 num = node->children[1];
877                 goto loc0;
878         }
879
880 // put the crosspoint DIST_EPSILON pixels on the near side
881         side = (t1 < 0);
882
883         if (side)
884                 frac = bound(0, (t1 + DIST_EPSILON)/(t1-t2), 1);
885         else
886                 frac = bound(0, (t1 - DIST_EPSILON)/(t1-t2), 1);
887                 
888         mid[0] = p1[0] + frac*(p2[0] - p1[0]);
889         mid[1] = p1[1] + frac*(p2[1] - p1[1]);
890         mid[2] = p1[2] + frac*(p2[2] - p1[2]);
891
892         if (node->children[side] < 0)
893         {
894                 if (node->children[side] == CONTENTS_SOLID)
895                         return false;
896                 return SV_TestLine(hull, node->children[!side], mid, p2);
897         }
898         else if (SV_TestLine(hull, node->children[side], p1, mid))
899                 return SV_TestLine(hull, node->children[!side], mid, p2);
900         else
901                 return false;
902 }
903
904
905 /*
906 ==================
907 SV_ClipMoveToEntity
908
909 Handles selection or creation of a clipping hull, and offseting (and
910 eventually rotation) of the end points
911 ==================
912 */
913 trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end)
914 {
915         trace_t         trace;
916         vec3_t          offset;
917         vec3_t          start_l, end_l;
918         hull_t          *hull;
919
920 // fill in a default trace
921         memset (&trace, 0, sizeof(trace_t));
922         trace.fraction = 1;
923         trace.allsolid = true;
924         VectorCopy (end, trace.endpos);
925
926 // get the clipping hull
927         hull = SV_HullForEntity (ent, mins, maxs, offset);
928
929         VectorSubtract (start, offset, start_l);
930         VectorSubtract (end, offset, end_l);
931
932 // LordHavoc: enabling rotating bmodels
933         // rotate start and end into the models frame of reference
934         if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
935         {
936                 vec3_t  forward, right, up;
937                 vec3_t  temp;
938
939                 AngleVectors (ent->v.angles, forward, right, up);
940
941                 VectorCopy (start_l, temp);
942                 start_l[0] = DotProduct (temp, forward);
943                 start_l[1] = -DotProduct (temp, right);
944                 start_l[2] = DotProduct (temp, up);
945
946                 VectorCopy (end_l, temp);
947                 end_l[0] = DotProduct (temp, forward);
948                 end_l[1] = -DotProduct (temp, right);
949                 end_l[2] = DotProduct (temp, up);
950         }
951
952 // trace a line through the apropriate clipping hull
953         SV_RecursiveHullCheck (hull, hull->firstclipnode, 0, 1, start_l, end_l, &trace);
954
955 // LordHavoc: enabling rotating bmodels
956         // rotate endpos back to world frame of reference
957         if (ent->v.solid == SOLID_BSP && (ent->v.angles[0] || ent->v.angles[1] || ent->v.angles[2]))
958         {
959                 vec3_t  a;
960                 vec3_t  forward, right, up;
961                 vec3_t  temp;
962
963                 if (trace.fraction != 1)
964                 {
965                         VectorNegate (ent->v.angles, a);
966                         AngleVectors (a, forward, right, up);
967
968                         VectorCopy (trace.endpos, temp);
969                         trace.endpos[0] = DotProduct (temp, forward);
970                         trace.endpos[1] = -DotProduct (temp, right);
971                         trace.endpos[2] = DotProduct (temp, up);
972
973                         VectorCopy (trace.plane.normal, temp);
974                         trace.plane.normal[0] = DotProduct (temp, forward);
975                         trace.plane.normal[1] = -DotProduct (temp, right);
976                         trace.plane.normal[2] = DotProduct (temp, up);
977                 }
978         }
979
980 // fix trace up by the offset
981         if (trace.fraction != 1)
982                 VectorAdd (trace.endpos, offset, trace.endpos);
983
984 // did we clip the move?
985         if (trace.fraction < 1 || trace.startsolid  )
986                 trace.ent = ent;
987
988         return trace;
989 }
990
991 //===========================================================================
992
993 /*
994 ====================
995 SV_ClipToLinks
996
997 Mins and maxs enclose the entire area swept by the move
998 ====================
999 */
1000 void SV_ClipToLinks ( areanode_t *node, moveclip_t *clip )
1001 {
1002         link_t          *l, *next;
1003         edict_t         *touch;
1004         trace_t         trace;
1005
1006 loc0:
1007 // touch linked edicts
1008         for (l = node->solid_edicts.next ; l != &node->solid_edicts ; l = next)
1009         {
1010                 next = l->next;
1011                 touch = EDICT_FROM_AREA(l);
1012                 if (touch->v.solid == SOLID_NOT)
1013                         continue;
1014                 if (touch == clip->passedict)
1015                         continue;
1016                 if (touch->v.solid == SOLID_TRIGGER)
1017                         Sys_Error ("Trigger in clipping list");
1018
1019                 if (clip->type == MOVE_NOMONSTERS && touch->v.solid != SOLID_BSP)
1020                         continue;
1021
1022                 if (clip->boxmins[0] > touch->v.absmax[0]
1023                 || clip->boxmins[1] > touch->v.absmax[1]
1024                 || clip->boxmins[2] > touch->v.absmax[2]
1025                 || clip->boxmaxs[0] < touch->v.absmin[0]
1026                 || clip->boxmaxs[1] < touch->v.absmin[1]
1027                 || clip->boxmaxs[2] < touch->v.absmin[2] )
1028                         continue;
1029
1030                 if (clip->passedict!=0 && clip->passedict->v.size[0] && !touch->v.size[0])
1031                         continue;       // points never interact
1032
1033         // might intersect, so do an exact clip
1034                 if (clip->trace.allsolid)
1035                         return;
1036                 if (clip->passedict)
1037                 {
1038                         if (PROG_TO_EDICT(touch->v.owner) == clip->passedict)
1039                                 continue;       // don't clip against own missiles
1040                         if (PROG_TO_EDICT(clip->passedict->v.owner) == touch)
1041                                 continue;       // don't clip against owner
1042                         // LordHavoc: corpse code
1043                         if (clip->passedict->v.solid == SOLID_CORPSE && touch->v.solid == SOLID_SLIDEBOX)
1044                                 continue;
1045                         if (clip->passedict->v.solid == SOLID_SLIDEBOX && touch->v.solid == SOLID_CORPSE)
1046                                 continue;
1047                 }
1048
1049                 if ((int)touch->v.flags & FL_MONSTER)
1050                         trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins2, clip->maxs2, clip->end);
1051                 else
1052                         trace = SV_ClipMoveToEntity (touch, clip->start, clip->mins, clip->maxs, clip->end);
1053                 if (trace.allsolid || trace.startsolid || trace.fraction < clip->trace.fraction)
1054                 {
1055                         trace.ent = touch;
1056                         if (clip->trace.startsolid)
1057                         {
1058                                 clip->trace = trace;
1059                                 clip->trace.startsolid = true;
1060                         }
1061                         else
1062                                 clip->trace = trace;
1063                 }
1064                 else if (trace.startsolid)
1065                         clip->trace.startsolid = true;
1066         }
1067         
1068 // recurse down both sides
1069         if (node->axis == -1)
1070                 return;
1071
1072         // LordHavoc: optimized recursion
1073 //      if (clip->boxmaxs[node->axis] > node->dist) SV_ClipToLinks(node->children[0], clip);
1074 //      if (clip->boxmins[node->axis] < node->dist) SV_ClipToLinks(node->children[1], clip);
1075         if (clip->boxmaxs[node->axis] > node->dist)
1076         {
1077                 if (clip->boxmins[node->axis] < node->dist)
1078                         SV_ClipToLinks(node->children[1], clip);
1079                 node = node->children[0];
1080                 goto loc0;
1081         }
1082         else if (clip->boxmins[node->axis] < node->dist)
1083         {
1084                 node = node->children[1];
1085                 goto loc0;
1086         }
1087 }
1088
1089
1090 /*
1091 ==================
1092 SV_MoveBounds
1093 ==================
1094 */
1095 void SV_MoveBounds (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, vec3_t boxmins, vec3_t boxmaxs)
1096 {
1097 #if 0
1098 // debug to test against everything
1099 boxmins[0] = boxmins[1] = boxmins[2] = -9999;
1100 boxmaxs[0] = boxmaxs[1] = boxmaxs[2] = 9999;
1101 #else
1102         int             i;
1103         
1104         for (i=0 ; i<3 ; i++)
1105         {
1106                 if (end[i] > start[i])
1107                 {
1108                         boxmins[i] = start[i] + mins[i] - 1;
1109                         boxmaxs[i] = end[i] + maxs[i] + 1;
1110                 }
1111                 else
1112                 {
1113                         boxmins[i] = end[i] + mins[i] - 1;
1114                         boxmaxs[i] = start[i] + maxs[i] + 1;
1115                 }
1116         }
1117 #endif
1118 }
1119
1120 /*
1121 ==================
1122 SV_Move
1123 ==================
1124 */
1125 trace_t SV_Move (vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end, int type, edict_t *passedict)
1126 {
1127         moveclip_t      clip;
1128         int                     i;
1129
1130         memset ( &clip, 0, sizeof ( moveclip_t ) );
1131
1132 // clip to world
1133         clip.trace = SV_ClipMoveToEntity ( sv.edicts, start, mins, maxs, end );
1134
1135         clip.start = start;
1136         clip.end = end;
1137         clip.mins = mins;
1138         clip.maxs = maxs;
1139         clip.type = type;
1140         clip.passedict = passedict;
1141
1142         if (type == MOVE_MISSILE)
1143         {
1144                 for (i=0 ; i<3 ; i++)
1145                 {
1146                         clip.mins2[i] = -15;
1147                         clip.maxs2[i] = 15;
1148                 }
1149         }
1150         else
1151         {
1152                 VectorCopy (mins, clip.mins2);
1153                 VectorCopy (maxs, clip.maxs2);
1154         }
1155         
1156 // create the bounding box of the entire move
1157         SV_MoveBounds ( start, clip.mins2, clip.maxs2, end, clip.boxmins, clip.boxmaxs );
1158
1159 // clip to entities
1160         SV_ClipToLinks ( sv_areanodes, &clip );
1161
1162         return clip.trace;
1163 }