/* ================= ED_Alloc Either finds a free edict, or allocates a new one. Try to avoid reusing an entity that was recently freed, because it can cause the client to think the entity morphed into something else instead of being removed and recreated, which can cause interpolated angles and bad trails. ================= */ edict_t *ED_Alloc (void) { int i; edict_t *e; for ( i=MAX_CLIENTS+1 ; i<sv.num_edicts ; i++) { e = EDICT_NUM(i); // the first couple seconds of server time can involve a lot of // freeing and allocating, so relax the replacement policy if (e->e->free && ( e->e->freetime < 2 || sv.time - e->e->freetime > 0.5 ) ) { ED_ClearEdict (e); return e; } } if (i == MAX_EDICTS) { Con_Printf ("WARNING: ED_Alloc: no free edicts\n"); // step on whatever is the last edict e = EDICT_NUM(--i); SV_UnlinkEdict(e); } else sv.num_edicts++; e = EDICT_NUM(i); ED_ClearEdict (e); return e; }
/* ================= ED_Free Marks the edict as free FIXME: walk all entities and NULL out references to this entity ================= */ void ED_Free (edict_t *ed) { SV_UnlinkEdict (ed); // unlink from world bsp ed->inuse = false; ed->v.model = 0; ed->v.takedamage = 0; ed->v.modelindex = 0; ed->v.colormap = 0; ed->v.skin = 0; ed->v.frame = 0; VectorClear (ed->v.origin); VectorClear (ed->v.angles); ed->v.nextthink = -1; ed->v.solid = 0; ed->freetime = sv.time; }
/* * Marks the edict as free */ void G_FreeEdict(edict_t *ed) { SV_UnlinkEdict(ed); /* unlink from world */ if (deathmatch->value || coop->value) { if ((ed - g_edicts) <= (maxclients->value + BODY_QUEUE_SIZE)) { return; } } else { if ((ed - g_edicts) <= maxclients->value) { return; } } memset(ed, 0, sizeof(*ed)); ed->classname = "freed"; ed->freetime = level.time; ed->inuse = false; }
/* ================= ED_Free Marks the edict as free FIXME: walk all entities and NULL out references to this entity ================= */ void ED_Free (edict_t *ed) { SV_UnlinkEdict (ed); // unlink from world bsp ed->free = true; ed->v.model = 0; ed->v.takedamage = 0; ed->v.modelindex = 0; ed->v.colormap = 0; ed->v.skin = 0; ed->v.frame = 0; VectorCopy (vec3_origin, ed->v.origin); VectorCopy (vec3_origin, ed->v.angles); ed->v.nextthink = -1; ed->v.solid = 0; ed->alpha = ENTALPHA_DEFAULT; //johnfitz -- reset alpha for next entity ed->freetime = sv.time; }
/* DESCRIPTION: ED_Free // LOCATION: pr_edict.c // PATH: lots // // Zeros out the edict. I assume--but haven't yet found the init function-- // that edicts are on the hunk, and are reused. QW indicates the possible need // to go through and remove all possible traces to the now gone edict, // which would probably help out EntMod, but that's not happening just yet. */ void ED_Free(edict_t *ed) { if(ed == NULL) { Con_Printf("%s: Passed NULL edict.\n", __FUNCTION__); return; } if(ed->free == 1) { Con_Printf("%s: Passed entity already 'free'. Thought you should know.\n", __FUNCTION__); } SV_UnlinkEdict(ed); FreeEntPrivateData(ed); ed->free = 1; ed->serialnumber++; ed->v.flags = 0; ed->v.model = 0; ed->v.takedamage = 0; ed->v.modelindex = 0; ed->v.colormap = 0; ed->v.skin = 0; ed->v.frame = 0; ed->v.scale = 0; ed->v.gravity = 0; ed->v.origin[0] = 0; ed->v.origin[1] = 0; ed->v.origin[2] = 0; ed->v.angles[0] = 0; ed->v.angles[1] = 0; ed->v.angles[2] = 0; ed->v.nextthink = -1; ed->v.solid = SOLID_NOT; ed->freetime = global_sv.time0c; }
/* Marks the edict as free FIXME: walk all entities and NULL out references to this entity */ void ED_Free(ServerEntity_t *ed) { SV_UnlinkEdict(ed); // unlink from world bsp ed->free = true; ed->v.model = 0; ed->v.bTakeDamage = false; ed->v.modelindex = 0; ed->v.colormap = 0; ed->Model.iSkin = 0; ed->v.frame = 0; ed->v.dNextThink = -1; ed->Physics.iSolid = SOLID_NOT; ed->Model.fScale = 1.0f; ed->alpha = ENTALPHA_DEFAULT; //johnfitz -- reset alpha for next entity Math_VectorCopy(g_mvOrigin3f,ed->v.origin); Math_VectorCopy(g_mvOrigin3f,ed->v.angles); ed->fFreeTime = sv.time; }
void SV_LinkEdict (edict_t *ent) { areanode_t *node; int leafs[MAX_TOTAL_ENT_LEAFS]; int clusters[MAX_TOTAL_ENT_LEAFS]; int num_leafs; int i, j, k; int area; int topnode; if (ent->area.prev) SV_UnlinkEdict (ent); // unlink from old position if (ent == ge->edicts) return; // don't add the world if (!ent->inuse) return; // set the size VectorSubtract (ent->maxs, ent->mins, ent->size); // encode the size into the entity_state for client prediction if (ent->solid == SOLID_BBOX && !(ent->svflags & SVF_DEADMONSTER)) { // assume that x/y are equal and symetric i = ent->maxs[0]/8; if (i<1) i = 1; if (i>31) i = 31; // z is not symetric j = (-ent->mins[2])/8; if (j<1) j = 1; if (j>31) j = 31; // and z maxs can be negative... k = (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 == 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 == SOLID_BSP && (ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2]) ) { // expand for rotation float max, v; int i; max = 0; for (i=0 ; i<3 ; i++) { v =fabs( ent->mins[i]); if (v > max) max = v; v =fabs( ent->maxs[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { ent->absmin[i] = ent->s.origin[i] - max; ent->absmax[i] = ent->s.origin[i] + max; } } else { // normal VectorAdd (ent->s.origin, ent->mins, ent->absmin); 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] -= 1; ent->absmin[1] -= 1; ent->absmin[2] -= 1; ent->absmax[0] += 1; ent->absmax[1] += 1; ent->absmax[2] += 1; // link to PVS leafs ent->num_clusters = 0; ent->areanum = 0; ent->areanum2 = 0; //get all leafs, including solids num_leafs = CM_BoxLeafnums (ent->absmin, ent->absmax, leafs, MAX_TOTAL_ENT_LEAFS, &topnode); // set areas for (i=0 ; i<num_leafs ; i++) { clusters[i] = CM_LeafCluster (leafs[i]); area = CM_LeafArea (leafs[i]); if (area) { // doors may legally straggle two areas, // but nothing should evern need more than that if (ent->areanum && ent->areanum != area) { if (ent->areanum2 && ent->areanum2 != area && sv.state == ss_loading) Com_DPrintf ("Object touching 3 areas at %f %f %f\n", ent->absmin[0], ent->absmin[1], ent->absmin[2]); ent->areanum2 = area; } else ent->areanum = area; } } if (num_leafs >= 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 (i=0 ; i<num_leafs ; i++) { if (clusters[i] == -1) continue; // not a visible leaf for (j=0 ; j<i ; j++) if (clusters[j] == clusters[i]) break; if (j == i) { if (ent->num_clusters == 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++] = clusters[i]; } } } // if first time, make sure old_origin is valid if (!ent->linkcount) { VectorCopy (ent->s.origin, ent->s.old_origin); } ent->linkcount++; if (ent->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->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 == SOLID_TRIGGER) InsertLinkBefore (&ent->area, &node->trigger_edicts); else InsertLinkBefore (&ent->area, &node->solid_edicts); }
void SV_LinkEdict(edict_t *ent) { guard(SV_LinkEdict); int i, j, k; //!! HOOK - move outside ? if (bspfile.type != map_q2) { if (ent->s.modelindex >= 0 && ent->s.modelindex < MAX_MODELS) { // link model hook const char *modelName = sv.configstrings[CS_MODELS + ent->s.modelindex]; if (!strcmp(modelName, "models/objects/dmspot/tris.md2")) { // teleporter (source+target) was found // appPrintf(S_CYAN"teleport: %g %g %g\n", VECTOR_ARG(ent->s.origin)); return; // simply do not link model; trigger entity will be added anyway } } } if (ent->area.prev) SV_UnlinkEdict(ent); // unlink from old position (i.e. relink edict) if (ent == ge->edicts) return; // don't add the world if (!ent->inuse) return; entityHull_t &ex = ents[NUM_FOR_EDICT(ent)]; memset(&ex, 0, sizeof(entityHull_t)); ex.owner = ent; ex.axis.FromEuler(ent->s.angles); // set the size VectorSubtract(ent->bounds.maxs, ent->bounds.mins, ent->size); // encode the size into the entity_state for client prediction if (ent->solid == SOLID_BBOX) { // assume that x/y are equal and symetric i = appRound(ent->bounds.maxs[0] / 8); // z is not symetric j = appRound(-ent->bounds.mins[2] / 8); // and z maxs can be negative... k = appRound((ent->bounds.maxs[2] + 32) / 8); // original Q2 have bounded i/j/k/ with lower margin==1 (for client prediction only); this will // produce incorrect collision test when bbox mins/maxs is (0,0,0) i = bound(i, 0, 31); // mins/maxs[0,1] range is -248..0/0..248 j = bound(j, 0, 31); // mins[2] range is [-248..0] k = bound(k, 0, 63); // maxs[2] range is [-32..472] // if SVF_DEADMONSTER, s.solid should be 0 ent->s.solid = (ent->svflags & SVF_DEADMONSTER) ? 0 : (k<<10) | (j<<5) | i; i *= 8; j *= 8; k *= 8; ex.bounds.mins.Set(-i, -i, -j); ex.bounds.maxs.Set(i, i, k - 32); ex.bounds.GetCenter(ex.center); ex.center.Add(ent->s.origin); ex.model = NULL; ex.radius = VectorDistance(ex.bounds.maxs, ex.bounds.mins) / 2; } else if (ent->solid == SOLID_BSP) { ex.model = sv.models[ent->s.modelindex]; if (!ex.model) Com_DropError("MOVETYPE_PUSH with a non bsp model"); CVec3 v; ex.model->bounds.GetCenter(v); UnTransformPoint(ent->s.origin, ex.axis, v, ex.center); ex.radius = ex.model->radius; ent->s.solid = 31; // a SOLID_BBOX will never create this value (mins=(-248,-248,0) maxs=(248,248,-32)) } else if (ent->solid == SOLID_TRIGGER) { ent->s.solid = 0; // check for model link ex.model = sv.models[ent->s.modelindex]; if (!ex.model) { // model not attached by game, check entstring //?? can optimize: add 'bool spawningEnts', set to 'true' before SpawnEntities() //?? and 'false' after; skip code below when 'false' for (triggerModelLink_t *link = bspfile.modelLinks; link; link = link->next) #define CMP(n) (fabs(ent->s.origin[n] - link->origin[n]) < 0.5f) if (CMP(0) && CMP(1) && CMP(2)) { CBspModel *model = CM_InlineModel(link->modelIdx); VectorSubtract(model->bounds.maxs, ent->s.origin, ent->bounds.maxs); VectorSubtract(model->bounds.mins, ent->s.origin, ent->bounds.mins); break; } #undef CMP } } else ent->s.solid = 0; // set the abs box if (ent->solid == SOLID_BSP && (ent->s.angles[0] || ent->s.angles[1] || ent->s.angles[2])) { // expand for rotation for (i = 0; i < 3 ; i++) { ent->absBounds.mins[i] = ex.center[i] - ex.radius; ent->absBounds.maxs[i] = ex.center[i] + ex.radius; } } else { // normal VectorAdd(ent->s.origin, ent->bounds.mins, ent->absBounds.mins); VectorAdd(ent->s.origin, ent->bounds.maxs, ent->absBounds.maxs); } // because movement is clipped an epsilon away from an actual edge, // we must fully check even when bounding boxes don't quite touch for (i = 0; i < 3; i++) { ent->absBounds.mins[i] -= 1; ent->absBounds.maxs[i] += 1; } // link to PVS leafs ent->num_clusters = 0; ent->zonenum = 0; ent->zonenum2 = 0; // get all leafs, including solids CBspLeaf *leafs[MAX_TOTAL_ENT_LEAFS]; int topnode; int num_leafs = CM_BoxLeafs(ent->absBounds, ARRAY_ARG(leafs), &topnode); // set zones int clusters[MAX_TOTAL_ENT_LEAFS]; for (i = 0; i < num_leafs; i++) { clusters[i] = leafs[i]->cluster; int zone = leafs[i]->zone; if (zone) { // doors may legally straggle two zones, // but nothing should evern need more than that if (ent->zonenum && ent->zonenum != zone) { if (ent->zonenum2 && ent->zonenum2 != zone && sv.state == ss_loading) Com_DPrintf("Object touching 3 zones at %g %g %g\n", VECTOR_ARG(ent->absBounds.mins)); ent->zonenum2 = zone; } else ent->zonenum = zone; } } if (num_leafs >= 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 (i = 0; i < num_leafs; i++) { if (clusters[i] == -1) continue; // not a visible leaf for (j = 0; j < i; j++) if (clusters[j] == clusters[i]) break; if (j == i) { if (ent->num_clusters == 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++] = clusters[i]; } } } // if first time, make sure old_origin is valid if (!ent->linkcount) ent->s.old_origin = ent->s.origin; ent->linkcount++; if (ent->solid == SOLID_NOT) return; // find the first node that the ent's box crosses areanode_t *node = areaNodes; while (node->axis != -1) { if (ent->absBounds.mins[node->axis] > node->dist) node = node->children[0]; else if (ent->absBounds.maxs[node->axis] < node->dist) node = node->children[1]; else break; // crosses the node } // link it in areanode_t *node2 = node; if (ent->solid == SOLID_TRIGGER) { InsertLinkBefore(ent->area, node->trigEdicts); for ( ; node2; node2 = node2->parent) node2->numTrigEdicts++; } else { InsertLinkBefore(ent->area, node->solidEdicts); for ( ; node2; node2 = node2->parent) node2->numSolidEdicts++; } ex.area = node; unguard; }
/* =============== SV_LinkEdict =============== */ void SV_LinkEdict (edict_t *ent, qbool 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->inuse) 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 if (ent->v.modelindex) SV_LinkToLeafs (ent); else ent->num_leafs = 0; 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 ); }