fteqw/engine/server/sv_move.c
2009-11-17 00:15:44 +00:00

499 lines
12 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;
qboolean World_CheckBottom (world_t *world, wedict_t *ent)
{
int savedhull;
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd (ent->v->origin, ent->v->mins, mins);
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[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 (!(World_PointContents (world, start) & FTECONTENTS_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*movevars.stepheight;
savedhull = ent->xv->hull;
ent->xv->hull = 0;
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
ent->xv->hull = savedhull;
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];
savedhull = ent->xv->hull;
ent->xv->hull = 0;
trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
ent->xv->hull = savedhull;
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
bottom = trace.endpos[2];
if (trace.fraction == 1.0 || mid - trace.endpos[2] > movevars.stepheight)
return false;
}
c_yes++;
return true;
}
void set_move_trace(trace_t *trace, struct globalvars_s *pr_globals)
{
#pragma message("set_move_trace: fixme")
#ifdef CLIENTONLY
Sys_Error("set_move_trace: not fixed\n");
#else
pr_global_struct->trace_allsolid = trace->allsolid;
pr_global_struct->trace_startsolid = trace->startsolid;
pr_global_struct->trace_fraction = trace->fraction;
pr_global_struct->trace_inwater = trace->inwater;
pr_global_struct->trace_inopen = trace->inopen;
VectorCopy (trace->endpos, P_VEC(trace_endpos));
VectorCopy (trace->plane.normal, P_VEC(trace_plane_normal));
pr_global_struct->trace_plane_dist = trace->plane.dist;
if (trace->ent)
pr_global_struct->trace_ent = EDICT_TO_PROG(svprogfuncs, trace->ent);
else
pr_global_struct->trace_ent = EDICT_TO_PROG(svprogfuncs, sv.world.edicts);
#endif
}
/*
=============
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, qboolean relink, qboolean noenemy, struct globalvars_s *set_trace)
{
float dz;
vec3_t oldorg, neworg, end;
trace_t trace;
int i;
wedict_t *enemy = world->edicts;
// try the move
VectorCopy (ent->v->origin, oldorg);
VectorAdd (ent->v->origin, move, neworg);
// flying monsters don't step up
if ( (int)ent->v->flags & (FL_SWIM | FL_FLY) )
{
// 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)
{
dz = ent->v->origin[2] - ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin[2];
if (dz > 40)
neworg[2] -= 8;
if (dz < 30)
neworg[2] += 8;
}
}
trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
if (set_trace)
set_move_trace(&trace, set_trace);
if (trace.fraction == 1)
{
if ( ((int)ent->v->flags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID))
return false; // 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
neworg[2] += movevars.stepheight;
VectorCopy (neworg, end);
end[2] -= movevars.stepheight*2;
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_trace)
set_move_trace(&trace, set_trace);
if (trace.allsolid)
return false;
if (trace.startsolid)
{
neworg[2] -= movevars.stepheight;
trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
if (set_trace)
set_move_trace(&trace, set_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))
{
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;
}
//============================================================================
/*
==============
PF_changeyaw
This was a major timewaster in progs, so it was converted to C
==============
*/
void World_changeyaw (wedict_t *ent)
{
float ideal, current, move, speed;
current = anglemod( ent->v->angles[1] );
ideal = ent->v->ideal_yaw;
speed = ent->v->yaw_speed;
if (current == ideal)
return;
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);
}
/*
======================
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 move, oldorigin;
float delta;
ent->v->ideal_yaw = yaw;
World_changeyaw(ent);
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
VectorCopy (ent->v->origin, oldorigin);
if (World_movestep (world, ent, move, false, false, NULL))
{
delta = ent->v->angles[YAW] - ent->v->ideal_yaw;
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
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)
{
float deltax,deltay;
float d[3];
float tdir, olddir, turnaround;
olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
turnaround = anglemod(olddir - 180);
deltax = enemy->v->origin[0] - actor->v->origin[0];
deltay = enemy->v->origin[1] - actor->v->origin[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))
return;
}
// 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
&& World_StepDirection(world, actor, d[1], dist))
return;
if (d[2]!=DI_NODIR && d[2]!=turnaround
&& World_StepDirection(world, actor, d[2], dist))
return;
/* there is no direct path to the player, so pick another direction */
if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist))
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) )
return;
}
else
{
for (tdir=315 ; tdir >=0 ; tdir -= 45)
if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist) )
return;
}
if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist) )
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))
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;
ent = (wedict_t*)PROG_TO_EDICT(world->progs, pr_global_struct->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;
// bump around...
if ( (rand()&3)==1 ||
!World_StepDirection (world, ent, ent->v->ideal_yaw, dist))
{
World_NewChaseDir (world, ent, goal, dist);
}
return true;
}
#endif