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fteqw/engine/server/sv_move.c
Spoike cf0e8fd923 added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places.
nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients).
nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes!
added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever).
misc fixes (server crash, a couple of other less important ones).
external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3.
identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt)
vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt).
qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages.
qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference).
qcc: cleaned up optional vs __out ordering issues.
qccgui: shift+f3 searches backwards

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00

629 lines
15 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_move.c -- monster movement
#include "quakedef.h"
#include "pr_common.h"
#if defined(CSQC_DAT) || !defined(CLIENTONLY)
/*
=============
SV_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;
hull_t *Q1BSP_ChooseHull(model_t *model, int hullnum, vec3_t mins, vec3_t maxs, vec3_t offset);
//this function is axial. major axis determines ground. if it switches slightly, a new axis may become the ground...
qboolean World_CheckBottom (world_t *world, wedict_t *ent, vec3_t up)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid;
int a0,a1,a2; //logical x, y, z
int sign;
mins[0] = fabs(up[0]);
mins[1] = fabs(up[1]);
mins[2] = fabs(up[2]);
if (mins[2] > mins[0] && mins[2] > mins[1])
{
a0 = 0;
a1 = 1;
a2 = 2;
}
else
{
a2 = mins[1] > mins[0];
a0 = 1 - a2;
a1 = 2;
}
sign = (up[a2]>0)?1:-1;
VectorAdd (ent->v->origin, ent->v->mins, mins);
#ifdef Q1BSPS
if (world->worldmodel->fromgame == fg_quake || world->worldmodel->fromgame == fg_halflife)
{
//quake's hulls are weird. sizes are defined as from mins to mins+hullsize. the actual maxs is ignored other than for its size.
hull_t *hull;
hull = Q1BSP_ChooseHull(world->worldmodel, ent->xv->hull, ent->v->mins, ent->v->maxs, start);
VectorAdd (mins, start, mins);
VectorSubtract (mins, hull->clip_mins, maxs);
VectorAdd (maxs, hull->clip_maxs, maxs);
}
else
#endif
VectorAdd (ent->v->origin, ent->v->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[a2] = (sign<0)?maxs[a2]:mins[a2] - sign;
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[a0] = x ? maxs[a0] : mins[a0];
start[a1] = y ? maxs[a1] : mins[a1];
if (!(World_PointContents (world, start) & FTECONTENTS_SOLID))
goto realcheck;
}
c_yes++;
return true; // we got out easy
realcheck:
c_no++;
//
// check it for real...
//
start[a2] = (sign<0)?maxs[a2]:mins[a2];
// the midpoint must be within 16 of the bottom
start[a0] = stop[a0] = (mins[a0] + maxs[a0])*0.5;
start[a1] = stop[a1] = (mins[a1] + maxs[a1])*0.5;
stop[a2] = start[a2] - 2*movevars.stepheight*sign;
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
if (trace.fraction == 1.0)
return false;
mid = trace.endpos[2];
mid = (mid-start[a2]-(movevars.stepheight*sign)) / (stop[a2]-start[a2]);
// the corners must be within 16 of the midpoint
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
{
start[a0] = stop[a0] = x ? maxs[a0] : mins[a0];
start[a1] = stop[a1] = y ? maxs[a1] : mins[a1];
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true|MOVE_IGNOREHULL, ent);
if (trace.fraction == 1.0 || trace.fraction > mid)//mid - trace.endpos[2] > movevars.stepheight)
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
=============
*/
qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, vec3_t axis[3], qboolean relink, qboolean noenemy, void (*set_move_trace)(pubprogfuncs_t *prinst, struct globalvars_s *pr_globals, trace_t *trace), struct globalvars_s *set_trace_globs)
{
float dz;
vec3_t oldorg, neworg, end;
trace_t trace;
int i;
wedict_t *enemy = world->edicts;
int eflags = ent->v->flags;
vec3_t eaxis[3];
if (!axis)
{
//fixme?
World_GetEntGravityAxis(ent, eaxis);
axis = eaxis;
}
#ifndef CLIENTONLY
if (progstype != PROG_H2 || world != &sv.world)
#endif
eflags &= ~FLH2_NOZ|FLH2_HUNTFACE;
// try the move
VectorCopy (ent->v->origin, oldorg);
VectorAdd (ent->v->origin, move, neworg);
// flying monsters don't step up
if ((eflags & (FL_SWIM | FL_FLY)) && !(eflags & (FLH2_NOZ|FLH2_HUNTFACE)))
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (ent->v->origin, move, neworg);
if (!noenemy)
{
enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy);
if (i == 0 && enemy->entnum)
{
VectorSubtract(ent->v->origin, ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin, end);
dz = DotProduct(end, axis[2]);
if (eflags & FLH2_HUNTFACE) /*get the ent's origin_z to match its victims face*/
dz += ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->view_ofs[2];
if (dz > 40)
VectorMA(neworg, -8, axis[2], neworg);
if (dz < 30)
VectorMA(neworg, 8, axis[2], neworg);
}
}
trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
if (set_move_trace)
set_move_trace(world->progs, set_trace_globs, &trace);
if (trace.fraction == 1)
{
if ( (eflags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID))
continue; // swim monster left water
VectorCopy (trace.endpos, ent->v->origin);
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
if (noenemy || !enemy->entnum)
break;
}
return false;
}
// push down from a step height above the wished position
VectorMA(neworg, movevars.stepheight, axis[2], neworg);
VectorMA(neworg, movevars.stepheight*-2, axis[2], end);
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_move_trace)
set_move_trace(world->progs, set_trace_globs, &trace);
if (trace.allsolid)
return false;
if (trace.startsolid)
{
//move up by an extra step, if needed
VectorMA(neworg, -movevars.stepheight, axis[2], neworg);
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_move_trace)
set_move_trace(world->progs, set_trace_globs, &trace);
if (trace.allsolid || trace.startsolid)
return false;
}
if (trace.fraction == 1)
{
// if monster had the ground pulled out, go ahead and fall
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{
VectorAdd (ent->v->origin, move, ent->v->origin);
if (relink)
World_LinkEdict (world, ent, true);
ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
// Con_Printf ("fall down\n");
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->v->origin);
if (!World_CheckBottom (world, ent, axis[2]))
{
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
VectorCopy (oldorg, ent->v->origin);
return false;
}
if ( (int)ent->v->flags & FL_PARTIALGROUND )
{
// Con_Printf ("back on ground\n");
ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
}
ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent);
// the move is ok
if (relink)
World_LinkEdict (world, ent, true);
return true;
}
//============================================================================
qboolean World_GetEntGravityAxis(wedict_t *ent, vec3_t axis[3])
{
if (ent->xv->gravitydir[0] || ent->xv->gravitydir[1] || ent->xv->gravitydir[2])
{
void PerpendicularVector( vec3_t dst, const vec3_t src );
VectorNegate(ent->xv->gravitydir, axis[2]);
VectorNormalize(axis[2]);
PerpendicularVector(axis[0], axis[2]);
VectorNormalize(axis[0]);
CrossProduct(axis[2], axis[0], axis[1]);
VectorNormalize(axis[1]);
return true;
}
else
{
VectorSet(axis[0], 1, 0, 0);
VectorSet(axis[1], 0, 1, 0);
VectorSet(axis[2], 0, 0, 1);
return false;
}
}
/*
==============
PF_changeyaw
This was a major timewaster in progs, so it was converted to C
==============
*/
float World_changeyaw (wedict_t *ent)
{
float ideal, current, move, speed;
vec3_t surf[3];
if (World_GetEntGravityAxis(ent, surf))
{
//complex matrix stuff
float mat[16];
float surfm[16], invsurfm[16];
float viewm[16];
vec3_t view[4];
vec3_t vang;
/*calc current view matrix relative to the surface*/
ent->v->angles[PITCH] *= r_meshpitch.value;
AngleVectors(ent->v->angles, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
World_GetEntGravityAxis(ent, surf);
Matrix4x4_RM_FromVectors(surfm, surf[0], surf[1], surf[2], vec3_origin);
Matrix3x4_InvertTo4x4_Simple(surfm, invsurfm);
/*calc current view matrix relative to the surface*/
Matrix4x4_RM_FromVectors(viewm, view[0], view[1], view[2], vec3_origin);
Matrix4_Multiply(viewm, invsurfm, mat);
/*convert that back to angles*/
Matrix3x4_RM_ToVectors(mat, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], vang, true);
/*edit it*/
ideal = ent->v->ideal_yaw;
speed = ent->v->yaw_speed;
move = ideal - anglemod(vang[YAW]);
if (move > 180)
move -= 360;
else if (move < -180)
move += 360;
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
vang[YAW] = anglemod(vang[YAW] + move);
/*clamp pitch, kill roll. monsters don't pitch/roll.*/
vang[PITCH] = 0;
vang[ROLL] = 0;
move = ideal - vang[YAW];
/*turn those angles back to a matrix*/
AngleVectors(vang, view[0], view[1], view[2]);
VectorNegate(view[1], view[1]);
Matrix4x4_RM_FromVectors(mat, view[0], view[1], view[2], vec3_origin);
/*rotate back into world space*/
Matrix4_Multiply(mat, surfm, viewm);
/*and figure out the final result*/
Matrix3x4_RM_ToVectors(viewm, view[0], view[1], view[2], view[3]);
VectorAngles(view[0], view[2], ent->v->angles, true);
//make sure everything is sane
ent->v->angles[PITCH] = anglemod(ent->v->angles[PITCH]);
ent->v->angles[YAW] = anglemod(ent->v->angles[YAW]);
ent->v->angles[ROLL] = anglemod(ent->v->angles[ROLL]);
return move;
}
//FIXME: gravitydir. reorient the angles to change the yaw with respect to the current ground surface.
current = anglemod( ent->v->angles[1] );
ideal = ent->v->ideal_yaw;
speed = ent->v->yaw_speed;
if (current == ideal)
return 0;
move = ideal - current;
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->v->angles[1] = anglemod (current + move);
return ideal - ent->v->angles[1];
}
/*
======================
SV_StepDirection
Turns to the movement direction, and walks the current distance if
facing it.
======================
*/
qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist, vec3_t axis[3])
{
vec3_t move, oldorigin;
float delta, s;
ent->v->ideal_yaw = yaw;
delta = World_changeyaw(ent);
yaw = yaw*M_PI*2 / 360;
s = cos(yaw)*dist;
VectorScale(axis[0], s, move);
s = sin(yaw)*dist;
VectorMA(move, s, axis[1], move);
//FIXME: Hexen2: ent flags & FL_SET_TRACE
VectorCopy (ent->v->origin, oldorigin);
if (World_movestep (world, ent, move, axis, false, false, NULL, NULL))
{
delta = anglemod(delta);
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
//FIXME: surely this is noticably inefficient?
VectorCopy (oldorigin, ent->v->origin);
}
World_LinkEdict (world, ent, true);
return true;
}
World_LinkEdict (world, ent, true);
return false;
}
/*
======================
SV_FixCheckBottom
======================
*/
void World_FixCheckBottom (wedict_t *ent)
{
// Con_Printf ("SV_FixCheckBottom\n");
ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
}
/*
================
SV_NewChaseDir
================
*/
#define DI_NODIR -1
void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist, vec3_t axis[3])
{
float deltax,deltay;
float d[3];
float tdir, olddir, turnaround;
olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
turnaround = anglemod(olddir - 180);
VectorSubtract(enemy->v->origin, actor->v->origin, d);
deltax = DotProduct(d, axis[0]);
deltay = DotProduct(d, axis[1]);
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 (d[1] == 0)
tdir = d[2] == 90 ? 45 : 315;
else
tdir = d[2] == 90 ? 135 : 215;
if (tdir != turnaround && World_StepDirection(world, actor, tdir, dist, axis))
return;
}
// try other directions
if ( ((rand()&3) & 1) || fabs(deltay)>fabs(deltax))
{
tdir=d[1];
d[1]=d[2];
d[2]=tdir;
}
if (d[1]!=DI_NODIR && d[1]!=turnaround
&& World_StepDirection(world, actor, d[1], dist, axis))
return;
if (d[2]!=DI_NODIR && d[2]!=turnaround
&& World_StepDirection(world, actor, d[2], dist, axis))
return;
/* there is no direct path to the player, so pick another direction */
if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist, axis))
return;
if (rand()&1) /*randomly determine direction of search*/
{
for (tdir=0 ; tdir<=315 ; tdir += 45)
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
return;
}
else
{
for (tdir=315 ; tdir >=0 ; tdir -= 45)
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist, axis) )
return;
}
if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist, axis) )
return;
actor->v->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 (!World_CheckBottom (world, actor, axis[2]))
World_FixCheckBottom (actor);
}
/*
======================
SV_CloseEnough
======================
*/
qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
return false;
if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
return false;
}
return true;
}
/*
======================
SV_MoveToGoal
======================
*/
qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
{
wedict_t *goal;
vec3_t axis[3];
ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self);
goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity);
if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
return false;
}
// if the next step hits the enemy, return immediately
if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) )
return true;
World_GetEntGravityAxis(ent, axis);
// bump around...
if ( (rand()&3)==1 ||
!World_StepDirection (world, ent, ent->v->ideal_yaw, dist, axis))
{
World_NewChaseDir (world, ent, goal, dist, axis);
}
return true;
}
#endif