thirtyflightsofloving/awaken2/g_monster.c

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// g_monster.c
#include "g_local.h"
#define STEPSIZE 18 //CW
/*
===============
M_CheckGround
===============
*/
void M_CheckGround(edict_t *ent)
{
vec3_t point;
trace_t trace;
if (ent->flags & (FL_SWIM|FL_FLY))
return;
//Maj++
ResetGroundSlope(ent);
//Maj--
if (ent->velocity[2] > 100.0)
{
ent->groundentity = NULL;
return;
}
// if the hull point one-quarter unit down is solid the entity is on ground
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] - 0.25;
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, point, ent, MASK_MONSTERSOLID);
// check steepness
if ((trace.plane.normal[2] < 0.7) && !trace.startsolid)
{
ent->groundentity = NULL;
return;
}
/* //Maj - code superseded
if (!trace.startsolid && !trace.allsolid)
{
VectorCopy(trace.endpos, ent->s.origin);
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
ent->velocity[2] = 0.0;
}
*/
//Maj++
TraceAllSolid(ent, point, trace);
//Maj--
}
/*
===============
M_CatagorizePosition
===============
*/
void M_CatagorizePosition(edict_t *ent)
{
vec3_t point;
int cont;
// Get the current waterlevel.
point[0] = ent->s.origin[0];
point[1] = ent->s.origin[1];
point[2] = ent->s.origin[2] + ent->mins[2] + 1.0;
cont = gi.pointcontents(point);
if (!(cont & MASK_WATER))
{
ent->waterlevel = 0;
ent->watertype = 0;
return;
}
ent->watertype = cont;
ent->waterlevel = 1;
point[2] += 26.0;
cont = gi.pointcontents(point);
if (!(cont & MASK_WATER))
return;
ent->waterlevel = 2;
point[2] += 22.0;
cont = gi.pointcontents(point);
if (cont & MASK_WATER)
ent->waterlevel = 3;
}
/*
===============
M_DropToFloor
===============
*/
void M_DropToFloor(edict_t *ent)
{
vec3_t end;
trace_t trace;
ent->s.origin[2] += 1.0;
VectorCopy(ent->s.origin, end);
end[2] -= 256.0;
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if ((trace.fraction == 1.0) || trace.allsolid)
return;
VectorCopy(trace.endpos, ent->s.origin);
gi.linkentity(ent);
M_CheckGround(ent);
M_CatagorizePosition(ent);
}
/*
=============
M_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
qboolean M_CheckBottom(edict_t *ent) //CW
{
vec3_t mins;
vec3_t maxs;
vec3_t start;
vec3_t stop;
trace_t trace;
float mid;
float bottom;
int x;
int y;
VectorAdd(ent->s.origin, ent->mins, mins);
VectorAdd(ent->s.origin, ent->maxs, maxs);
// If all of the points under the corners are solid world, don't bother
// with the tougher checks; the corners must be within 16 units of the midpoint.
start[2] = mins[2] - 1;
for (x = 0; x <= 1; x++)
{
for (y = 0; y <= 1; y++)
{
start[0] = (x) ? maxs[0] : mins[0];
start[1] = (y) ? maxs[1] : mins[1];
if (gi.pointcontents(start) != CONTENTS_SOLID)
goto realcheck;
}
}
return true; // we got out easy
realcheck:
// Check it for real...
start[2] = mins[2];
// The midpoint must be within 16 units of the bottom.
start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5;
start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5;
stop[2] = start[2] - 2 * STEPSIZE;
trace = gi.trace(start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
if (trace.fraction == 1.0)
return false;
mid = bottom = trace.endpos[2];
// The corners must be within 16 units of the midpoint.
for (x = 0; x <= 1; x++)
{
for (y = 0; y <= 1; y++)
{
start[0] = stop[0] = x ? maxs[0] : mins[0];
start[1] = stop[1] = y ? maxs[1] : mins[1];
trace = gi.trace(start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
if ((trace.fraction != 1.0) && (trace.endpos[2] > bottom))
bottom = trace.endpos[2];
if ((trace.fraction == 1.0) || (mid - trace.endpos[2] > STEPSIZE))
return false;
}
}
return true;
}
/*
=============
SV_MoveStep
Called by monster program code.
The move will be adjusted for slopes and stairs, but if the move isn't
possible, no move is done, false is returned, and
pr_global_struct->trace_normal is set to the normal of the blocking wall
=============
*/
//FIXME since we need to test end position contents here, can we avoid doing
//it again later in catagorize position?
qboolean SV_MoveStep(edict_t *ent, vec3_t move, qboolean relink) //CW
{
trace_t trace;
vec3_t oldorg;
vec3_t neworg;
vec3_t end;
vec3_t test;
float dz;
float stepsize;
int contents;
int i;
// Try the move.
VectorCopy(ent->s.origin, oldorg);
VectorAdd(ent->s.origin, move, neworg);
// Flying monsters don't step up.
if (ent->flags & (FL_SWIM | FL_FLY))
{
// try one move with vertical motion, then one without
for (i = 0; i < 2; i++)
{
VectorAdd(ent->s.origin, move, neworg);
if ((i == 0) && ent->enemy)
{
if (!ent->goalentity)
ent->goalentity = ent->enemy;
dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
if (ent->goalentity->client)
{
if (dz > 40.0)
neworg[2] -= 8.0;
if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
if (dz < 30.0)
neworg[2] += 8.0;
}
else
{
if (dz > 8.0)
neworg[2] -= 8.0;
else if (dz > 0.0)
neworg[2] -= dz;
else if (dz < -8.0)
neworg[2] += 8.0;
else
neworg[2] += dz;
}
}
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
// fly monsters don't enter water voluntarily
if (ent->flags & FL_FLY)
{
if (!ent->waterlevel)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1.0;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
}
// swim monsters don't exit water voluntarily
if (ent->flags & FL_SWIM)
{
if (ent->waterlevel < 2)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1.0;
contents = gi.pointcontents(test);
if (!(contents & MASK_WATER))
return false;
}
}
if (trace.fraction == 1.0)
{
VectorCopy(trace.endpos, ent->s.origin);
if (relink)
{
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
if (!ent->enemy)
break;
}
return false;
}
// Push down from a step height above the wished position.
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
stepsize = STEPSIZE;
else
stepsize = 1;
neworg[2] += stepsize;
VectorCopy(neworg, end);
end[2] -= stepsize * 2.0;
trace = gi.trace(neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid)
return false;
if (trace.startsolid)
{
neworg[2] -= stepsize;
trace = gi.trace(neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid || trace.startsolid)
return false;
}
// Don't go into water.
if (ent->waterlevel == 0)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1.0;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
if (trace.fraction == 1.0)
{
// if monster had the ground pulled out, go ahead and fall
if (ent->flags & FL_PARTIALGROUND)
{
VectorAdd(ent->s.origin, move, ent->s.origin);
if (relink)
{
gi.linkentity(ent);
G_TouchTriggers(ent);
}
ent->groundentity = NULL;
return true;
}
return false; // walked off an edge
}
// Check point traces down for dangling corners.
VectorCopy(trace.endpos, ent->s.origin);
if (!M_CheckBottom(ent))
{
if (ent->flags & FL_PARTIALGROUND)
{ // entity had floor mostly pulled out from underneath it and is trying to correct
if (relink)
{
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
VectorCopy(oldorg, ent->s.origin);
return false;
}
if (ent->flags & FL_PARTIALGROUND)
ent->flags &= ~FL_PARTIALGROUND;
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// The move is OK.
if (relink)
{
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
/*
===============
M_WalkMove
===============
*/
qboolean M_WalkMove(edict_t *ent, float yaw, float dist) //CW
{
vec3_t move;
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return false;
yaw = DEG2RAD(yaw); //CW
move[0] = cos(yaw) * dist;
move[1] = sin(yaw) * dist;
move[2] = 0.0;
return SV_MoveStep(ent, move, true);
}