/* =========================================================================== Copyright (C) 1997-2001 Id Software, Inc. Copyright (C) 2000-2002 Mr. Hyde and Mad Dog This file is part of Lazarus Quake 2 Mod source code. Lazarus Quake 2 Mod 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. Lazarus Quake 2 Mod 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // m_move.c -- monster movement #include "g_local.h" #define STEPSIZE 18 /* ============= M_CheckBottom Returns false if any part of the bottom of the entity is off an edge that is not a staircase. ============= */ int c_yes, c_no; qboolean M_CheckBottom (edict_t *ent) { vec3_t mins, maxs, start, stop; trace_t trace; int x, y; float mid, bottom; 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 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; } c_yes++; return true; // we got out easy realcheck: c_no++; // // check it for real... // start[2] = mins[2]; // the midpoint must be within 16 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 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; } c_yes++; 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) { float dz; vec3_t oldorg, neworg, end; trace_t trace; int i; float stepsize; float jumpheight; vec3_t test; int contents; qboolean canjump; float d1, d2; int jump; // 1=jump up, -1=jump down vec3_t forward, up; vec3_t dir; vec_t dist; vec_t g1, g2; edict_t *grenade; edict_t *target; // try the move VectorCopy (ent->s.origin, oldorg); VectorAdd (ent->s.origin, move, neworg); AngleVectors(ent->s.angles,forward,NULL,up); if(ent->enemy) target = ent->enemy; else if(ent->movetarget) target = ent->movetarget; else target = NULL; // 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) neworg[2] -= 8; if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2))) if (dz < 30) neworg[2] += 8; } else { if (dz > 8) neworg[2] -= 8; else if (dz > 0) neworg[2] -= dz; else if (dz < -8) neworg[2] += 8; 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; 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; contents = gi.pointcontents(test); if (!(contents & MASK_WATER)) return false; } } if (trace.fraction == 1) { 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; trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); // Determine whether monster is capable of and/or should jump jump = 0; if((ent->monsterinfo.jump) && !(ent->monsterinfo.aiflags & AI_DUCKED)) { // Don't jump if path is blocked by monster or player. Otherwise, // monster might attempt to jump OVER the monster/player, which // ends up looking a bit goofy. Also don't jump if the monster's // movement isn't deliberate (target=NULL) if(trace.ent && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER))) canjump = false; else if(target) { // Never jump unless it places monster closer to his goal vec3_t dir; VectorSubtract(target->s.origin, oldorg, dir); d1 = VectorLength(dir); VectorSubtract(target->s.origin, trace.endpos, dir); d2 = VectorLength(dir); if(d2 < d1) canjump = true; else canjump = false; } else canjump = false; } else canjump = false; if (trace.allsolid) { if(canjump && (ent->monsterinfo.jumpup > 0)) { neworg[2] += ent->monsterinfo.jumpup - stepsize; trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID); if (!trace.allsolid && !trace.startsolid && trace.fraction > 0 && (trace.plane.normal[2] > 0.9)) { if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER))) { // Good plane to jump on. Make sure monster is more or less facing // the obstacle to avoid cutting-corners jumps trace_t tr; vec3_t p2; VectorMA(ent->s.origin,1024,forward,p2); tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID); if(DotProduct(tr.plane.normal,forward) < -0.95) { jump = 1; jumpheight = trace.endpos[2] - ent->s.origin[2]; } else return false; } } else return false; } else 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 in to water // Lazarus: misc_actors don't go swimming, but wading is fine if (ent->monsterinfo.aiflags & AI_ACTOR) { // First check for lava/slime under feet - but only if we're not already in // a liquid test[0] = trace.endpos[0]; test[1] = trace.endpos[1]; if (ent->waterlevel == 0) { test[2] = trace.endpos[2] + ent->mins[2] + 1; contents = gi.pointcontents(test); if (contents & (CONTENTS_LAVA | CONTENTS_SLIME)) return false; } test[2] = trace.endpos[2] + ent->viewheight - 1; contents = gi.pointcontents(test); if (contents & MASK_WATER) return false; } else if (ent->waterlevel == 0) { test[0] = trace.endpos[0]; test[1] = trace.endpos[1]; test[2] = trace.endpos[2] + ent->mins[2] + 1; contents = gi.pointcontents(test); if (contents & MASK_WATER) return false; } // Lazarus: Don't intentionally move closer to a grenade, // but don't perform this check if we're already evading some // other problem (maybe even this grenade) if(!(ent->monsterinfo.aiflags & AI_CHASE_THING)) { grenade = NULL; while( (grenade=findradius(grenade,neworg,128)) != NULL) { if(!grenade->inuse) continue; if(!grenade->classname) continue; if(!Q_stricmp(grenade->classname,"grenade") || !Q_stricmp(grenade->classname,"hgrenade")) { VectorSubtract(grenade->s.origin,oldorg,dir); g1 = VectorLength(dir); VectorSubtract(grenade->s.origin,neworg,dir); g2 = VectorLength(dir); if(g2 < g1) return false; } } } // Lazarus: Don't intentionally walk into lasers. dist = VectorLength(move); if(dist > 0.) { edict_t *e; trace_t laser_trace; vec_t delta; vec3_t laser_mins, laser_maxs; vec3_t laser_start, laser_end; vec3_t monster_mins, monster_maxs; for(i=game.maxclients+1; iinuse) continue; if(!e->classname) continue; if(Q_stricmp(e->classname,"target_laser")) continue; if(e->svflags & SVF_NOCLIENT) continue; if( (e->style == 2) || (e->style == 3)) continue; if(!gi.inPVS(ent->s.origin,e->s.origin)) continue; // Check to see if monster is ALREADY in the path of this laser. // If so, allow the move so he can get out. VectorMA(e->s.origin,2048,e->movedir,laser_end); laser_trace = gi.trace(e->s.origin,NULL,NULL,laser_end,NULL,CONTENTS_SOLID|CONTENTS_MONSTER); if(laser_trace.ent == ent) continue; VectorCopy(laser_trace.endpos,laser_end); laser_mins[0] = min(e->s.origin[0],laser_end[0]); laser_mins[1] = min(e->s.origin[1],laser_end[1]); laser_mins[2] = min(e->s.origin[2],laser_end[2]); laser_maxs[0] = max(e->s.origin[0],laser_end[0]); laser_maxs[1] = max(e->s.origin[1],laser_end[1]); laser_maxs[2] = max(e->s.origin[2],laser_end[2]); monster_mins[0] = min(oldorg[0],trace.endpos[0]) + ent->mins[0]; monster_mins[1] = min(oldorg[1],trace.endpos[1]) + ent->mins[1]; monster_mins[2] = min(oldorg[2],trace.endpos[2]) + ent->mins[2]; monster_maxs[0] = max(oldorg[0],trace.endpos[0]) + ent->maxs[0]; monster_maxs[1] = max(oldorg[1],trace.endpos[1]) + ent->maxs[1]; monster_maxs[2] = max(oldorg[2],trace.endpos[2]) + ent->maxs[2]; if( monster_maxs[0] < laser_mins[0] ) continue; if( monster_maxs[1] < laser_mins[1] ) continue; if( monster_maxs[2] < laser_mins[2] ) continue; if( monster_mins[0] > laser_maxs[0] ) continue; if( monster_mins[1] > laser_maxs[1] ) continue; if( monster_mins[2] > laser_maxs[2] ) continue; // If we arrive here, some part of the bounding box surrounding // monster's total movement intersects laser bounding box. // If laser is parallel to x, y, or z, we definitely // know this move will put monster in path of laser if ( (e->movedir[0] == 1.) || (e->movedir[1] == 1.) || (e->movedir[2] == 1.)) return false; // Shift psuedo laser towards monster's current position up to // the total distance he's proposing moving. delta = min(16,dist); VectorNormalize2(move,dir); while(delta < dist+15.875) { if(delta > dist) delta = dist; VectorMA(e->s.origin, -delta,dir,laser_start); VectorMA(e->s.old_origin,-delta,dir,laser_end); laser_trace = gi.trace(laser_start,NULL,NULL,laser_end,world,CONTENTS_SOLID|CONTENTS_MONSTER); if(laser_trace.ent == ent) return false; delta += 16; } } } if ((trace.fraction == 1) && !jump && canjump && (ent->monsterinfo.jumpdn > 0)) { end[2] = oldorg[2] + move[2] - ent->monsterinfo.jumpdn; trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID | MASK_WATER); if(trace.fraction < 1 && (trace.plane.normal[2] > 0.9) && (trace.contents & MASK_SOLID) && (neworg[2] - 16 > trace.endpos[2])) { if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER))) jump = -1; } } if ((trace.fraction == 1) && !jump) { // 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(!jump) { qboolean skip = false; // if monster CAN jump down, and a position just a bit forward would be // a good jump-down spot, allow (briefly) !M_CheckBottom if (canjump && target && (target->s.origin[2] < ent->s.origin[2]) && (ent->monsterinfo.jumpdn > 0)) { vec3_t p1, p2; trace_t tr; VectorMA(oldorg,48,forward,p1); tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, p1, ent, MASK_MONSTERSOLID); if(tr.fraction == 1) { p2[0] = p1[0]; p2[1] = p1[1]; p2[2] = p1[2] - ent->monsterinfo.jumpdn; tr = gi.trace(p1,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID | MASK_WATER); if(tr.fraction < 1 && (tr.plane.normal[2] > 0.9) && (tr.contents & MASK_SOLID) && (p1[2] - 16 > tr.endpos[2])) { if(!tr.ent || (!tr.ent->client && !(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DEADMONSTER))) { VectorSubtract(target->s.origin, tr.endpos, dir); d2 = VectorLength(dir); if(d2 < d1) skip = true; } } } } if (!skip) { 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; if(trace.ent) ent->groundentity_linkcount = trace.ent->linkcount; // the move is ok if(jump) { VectorScale(move, 10, ent->velocity); if(jump > 0) { ent->monsterinfo.jump(ent); ent->velocity[2] = 2.5*jumpheight + 80; } else { ent->velocity[2] = max(ent->velocity[2],100); if(oldorg[2] - ent->s.origin[2] > 48) ent->s.origin[2] = oldorg[2] + ent->velocity[2]*FRAMETIME; } if(relink) { gi.linkentity (ent); G_TouchTriggers (ent); } } else if (relink) { gi.linkentity (ent); G_TouchTriggers (ent); } return true; } //============================================================================ /* =============== M_ChangeYaw =============== */ void M_ChangeYaw (edict_t *ent) { float ideal; float current; float move; float speed; current = anglemod(ent->s.angles[YAW]); ideal = ent->ideal_yaw; if (current == ideal) return; move = ideal - current; speed = ent->yaw_speed; if (ideal > current) { if (move >= 180) move = move - 360; } else { if (move <= -180) move = move + 360; } if (move > 0) { if (move > speed) move = speed; } else { if (move < -speed) move = -speed; } ent->s.angles[YAW] = anglemod (current + move); } /* ====================== SV_StepDirection Turns to the movement direction, and walks the current distance if facing it. ====================== */ qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ent->ideal_yaw = yaw; M_ChangeYaw (ent); yaw = yaw*M_PI*2 / 360; move[0] = cos(yaw)*dist; move[1] = sin(yaw)*dist; move[2] = 0; VectorCopy (ent->s.origin, oldorigin); if (SV_movestep (ent, move, false)) { delta = ent->s.angles[YAW] - ent->ideal_yaw; if (delta > 45 && delta < 315) { // not turned far enough, so don't take the step VectorCopy (oldorigin, ent->s.origin); } gi.linkentity (ent); G_TouchTriggers (ent); return true; } gi.linkentity (ent); G_TouchTriggers (ent); return false; } /* ====================== SV_FixCheckBottom ====================== */ void SV_FixCheckBottom (edict_t *ent) { ent->flags |= FL_PARTIALGROUND; } /* ================ SV_NewChaseDir ================ */ #define DI_NODIR -1 void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist) { float deltax,deltay; float d[3]; float tdir, olddir, turnaround; //FIXME: how did we get here with no enemy if (!enemy) return; if(actor->flags & FL_ROBOT) olddir = anglemod( (int)(actor->ideal_yaw+0.5) ); else olddir = anglemod( (int)(actor->ideal_yaw/45)*45 ); turnaround = anglemod(olddir - 180); deltax = enemy->s.origin[0] - actor->s.origin[0]; deltay = enemy->s.origin[1] - actor->s.origin[1]; if(actor->flags & FL_ROBOT) { d[1] = d[2] = olddir; } else { if (deltax>10) d[1]= 0; else if (deltax<-10) d[1]= 180; else d[1]= DI_NODIR; if (deltay<-10) d[2]= 270; else if (deltay>10) d[2]= 90; else d[2]= DI_NODIR; } // try direct route if (d[1] != DI_NODIR && d[2] != DI_NODIR) { if(actor->flags & FL_ROBOT) tdir = d[1]; else { if (d[1] == 0) tdir = d[2] == 90 ? 45 : 315; else tdir = d[2] == 90 ? 135 : 215; } if (tdir != turnaround && SV_StepDirection(actor, tdir, dist)) return; } // Robots give up if direct path doesn't work if(actor->flags & FL_ROBOT) { actor->ideal_yaw = olddir; // can't move if (!M_CheckBottom (actor)) SV_FixCheckBottom (actor); } // try other directions if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax)) { tdir=d[1]; d[1]=d[2]; d[2]=tdir; } if (d[1]!=DI_NODIR && d[1]!=turnaround && SV_StepDirection(actor, d[1], dist)) return; if (d[2]!=DI_NODIR && d[2]!=turnaround && SV_StepDirection(actor, d[2], dist)) return; if (actor->inuse && (actor->health > 0) && actor->monsterinfo.blocked) { if (actor->monsterinfo.blocked(actor, dist)) return; } /* there is no direct path to the player, so pick another direction */ if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) return; if (rand()&1) /*randomly determine direction of search*/ { for (tdir=0 ; tdir<=315 ; tdir += 45) if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) return; } else { for (tdir=315 ; tdir >=0 ; tdir -= 45) if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) ) return; } if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) ) return; actor->ideal_yaw = olddir; // can't move // if a bridge was pulled out from underneath a monster, it may not have // a valid standing position at all if (!M_CheckBottom (actor)) SV_FixCheckBottom (actor); } /* ====================== SV_CloseEnough ====================== */ qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist) { int i; for (i=0 ; i<3 ; i++) { if (goal->absmin[i] > ent->absmax[i] + dist) return false; if (goal->absmax[i] < ent->absmin[i] - dist) return false; } return true; } /* ====================== M_MoveToGoal ====================== */ void M_MoveToGoal (edict_t *ent, float dist) { edict_t *goal; goal = ent->goalentity; if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM))) return; // Lazarus range checks if (!(ent->monsterinfo.aiflags & (AI_CHASE_THING | AI_CHICKEN))) { if (ent->enemy && (ent->monsterinfo.min_range > 0) && ((goal==ent->enemy) || !goal) ) { float dist; dist = realrange(ent,ent->enemy); if(dist < ent->monsterinfo.min_range) { ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE); ent->monsterinfo.rangetime = level.time + 0.5; ent->monsterinfo.stand(ent); return; } } if ((ent->enemy) && (level.time > ent->monsterinfo.rangetime + 0.5) && ((goal==ent->enemy) || !goal) ) { float dist; dist = realrange(ent,ent->enemy); if((dist < ent->monsterinfo.ideal_range[0]) && (rand() & 3)) { ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE); ent->monsterinfo.rangetime = level.time + 1.0; ent->monsterinfo.stand(ent); return; } if((dist < ent->monsterinfo.ideal_range[1]) && (dist > ent->monsterinfo.ideal_range[0]) && (rand() & 1)) { ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE); ent->monsterinfo.rangetime = level.time + 0.2; ent->monsterinfo.stand(ent); return; } } } if( (ent->monsterinfo.aiflags & AI_FOLLOW_LEADER) && (ent->movetarget) && (ent->movetarget->inuse) && (ent->movetarget->health > 0) ) { if(ent->enemy) ent->monsterinfo.currentmove = &actor_move_run; else { float R; R = realrange(ent,ent->movetarget); if(R > ACTOR_FOLLOW_RUN_RANGE) ent->monsterinfo.currentmove = &actor_move_run; else if(R < ACTOR_FOLLOW_STAND_RANGE && ent->movetarget->client) { ent->monsterinfo.pausetime = level.time + 0.5; ent->monsterinfo.currentmove = &actor_move_stand; return; } else ent->monsterinfo.currentmove = &actor_move_walk; } } // If the next step hits the enemy, return immediately. Don't do this for // AI_CHASE_THING, since we want monster to actually touch or pass through // "thing" if (ent->enemy && !(ent->monsterinfo.aiflags & AI_CHASE_THING) && SV_CloseEnough (ent, ent->enemy, dist) ) return; // bump around... if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist)) { if (ent->inuse) SV_NewChaseDir (ent, goal, dist); } } /* =============== M_walkmove =============== */ qboolean M_walkmove (edict_t *ent, float yaw, float dist) { vec3_t move; if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM))) return false; yaw = yaw*M_PI*2 / 360; move[0] = cos(yaw)*dist; move[1] = sin(yaw)*dist; move[2] = 0; return SV_movestep(ent, move, true); }