8e8758f053
Now sorting players by team first, if teamplay. Sort NQ players into teams based upon their lower colour. teamplay is only set if its a server that sets a proquake team thingie, but the rest is basically ignored. Interpolate svc_setangles spam on nq servers, still need to do/test qw servers. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3667 fc73d0e0-1445-4013-8a0c-d673dee63da5
477 lines
11 KiB
C
477 lines
11 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_move.c -- monster movement
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#include "quakedef.h"
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#include "pr_common.h"
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#if defined(CSQC_DAT) || !defined(CLIENTONLY)
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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qboolean World_CheckBottom (world_t *world, wedict_t *ent)
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{
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int savedhull;
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid, bottom;
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VectorAdd (ent->v->origin, ent->v->mins, mins);
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VectorAdd (ent->v->origin, ent->v->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1;
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if (!(World_PointContents (world, start) & FTECONTENTS_SOLID))
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
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start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
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stop[2] = start[2] - 2*movevars.stepheight;
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savedhull = ent->xv->hull;
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ent->xv->hull = 0;
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
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ent->xv->hull = savedhull;
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if (trace.fraction == 1.0)
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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savedhull = ent->xv->hull;
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ent->xv->hull = 0;
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trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent);
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ent->xv->hull = savedhull;
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if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
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bottom = trace.endpos[2];
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if (trace.fraction == 1.0 || mid - trace.endpos[2] > movevars.stepheight)
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return false;
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}
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c_yes++;
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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qboolean World_movestep (world_t *world, wedict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, void (*set_move_trace)(trace_t *trace, struct globalvars_s *pr_globals), struct globalvars_s *set_trace_globs)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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wedict_t *enemy = world->edicts;
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// try the move
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VectorCopy (ent->v->origin, oldorg);
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VectorAdd (ent->v->origin, move, neworg);
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// flying monsters don't step up
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if ( (int)ent->v->flags & (FL_SWIM | FL_FLY) )
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (ent->v->origin, move, neworg);
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if (!noenemy)
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{
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enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy);
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if (i == 0 && enemy->entnum)
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{
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dz = ent->v->origin[2] - ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin[2];
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if (dz > 40)
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neworg[2] -= 8;
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if (dz < 30)
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neworg[2] += 8;
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}
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}
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trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.fraction == 1)
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{
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if ( ((int)ent->v->flags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID))
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return false; // swim monster left water
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VectorCopy (trace.endpos, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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if (noenemy || !enemy->entnum)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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neworg[2] += movevars.stepheight;
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VectorCopy (neworg, end);
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end[2] -= movevars.stepheight*2;
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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neworg[2] -= movevars.stepheight;
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trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent);
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if (set_move_trace)
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set_move_trace(&trace, set_trace_globs);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->v->origin, move, ent->v->origin);
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if (relink)
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World_LinkEdict (world, ent, true);
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ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->v->origin);
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if (!World_CheckBottom (world, ent))
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{
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v->origin);
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return false;
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}
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if ( (int)ent->v->flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
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}
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ent->v->groundentity = EDICT_TO_PROG(world->progs, trace.ent);
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// the move is ok
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if (relink)
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World_LinkEdict (world, ent, true);
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return true;
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}
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//============================================================================
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/*
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==============
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PF_changeyaw
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This was a major timewaster in progs, so it was converted to C
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==============
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*/
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void World_changeyaw (wedict_t *ent)
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{
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float ideal, current, move, speed;
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current = anglemod( ent->v->angles[1] );
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ideal = ent->v->ideal_yaw;
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speed = ent->v->yaw_speed;
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if (current == ideal)
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return;
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move = ideal - current;
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if (ideal > current)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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ent->v->angles[1] = anglemod (current + move);
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}
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist)
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{
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vec3_t move, oldorigin;
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float delta;
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ent->v->ideal_yaw = yaw;
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World_changeyaw(ent);
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yaw = yaw*M_PI*2 / 360;
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move[0] = cos(yaw)*dist;
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move[1] = sin(yaw)*dist;
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move[2] = 0;
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VectorCopy (ent->v->origin, oldorigin);
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if (World_movestep (world, ent, move, false, false, NULL, NULL))
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{
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delta = ent->v->angles[YAW] - ent->v->ideal_yaw;
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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VectorCopy (oldorigin, ent->v->origin);
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}
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World_LinkEdict (world, ent, true);
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return true;
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}
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World_LinkEdict (world, ent, true);
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return false;
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}
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/*
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======================
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SV_FixCheckBottom
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======================
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*/
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void World_FixCheckBottom (wedict_t *ent)
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{
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// Con_Printf ("SV_FixCheckBottom\n");
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ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
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#define DI_NODIR -1
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void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_t *enemy, float dist)
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{
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float deltax,deltay;
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float d[3];
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float tdir, olddir, turnaround;
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olddir = anglemod( (int)(actor->v->ideal_yaw/45)*45 );
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turnaround = anglemod(olddir - 180);
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deltax = enemy->v->origin[0] - actor->v->origin[0];
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deltay = enemy->v->origin[1] - actor->v->origin[1];
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if (deltax>10)
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d[1]= 0;
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else if (deltax<-10)
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d[1]= 180;
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else
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d[1]= DI_NODIR;
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if (deltay<-10)
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d[2]= 270;
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else if (deltay>10)
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d[2]= 90;
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else
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d[2]= DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR && d[2] != DI_NODIR)
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{
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if (d[1] == 0)
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tdir = d[2] == 90 ? 45 : 315;
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else
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tdir = d[2] == 90 ? 135 : 215;
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if (tdir != turnaround && World_StepDirection(world, actor, tdir, dist))
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return;
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}
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// try other directions
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if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
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{
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tdir=d[1];
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d[1]=d[2];
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d[2]=tdir;
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}
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if (d[1]!=DI_NODIR && d[1]!=turnaround
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&& World_StepDirection(world, actor, d[1], dist))
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return;
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if (d[2]!=DI_NODIR && d[2]!=turnaround
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&& World_StepDirection(world, actor, d[2], dist))
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return;
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/* there is no direct path to the player, so pick another direction */
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if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist))
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return;
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if (rand()&1) /*randomly determine direction of search*/
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{
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for (tdir=0 ; tdir<=315 ; tdir += 45)
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if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist) )
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return;
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}
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else
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{
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for (tdir=315 ; tdir >=0 ; tdir -= 45)
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if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist) )
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return;
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}
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if (turnaround != DI_NODIR && World_StepDirection(world, actor, turnaround, dist) )
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return;
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actor->v->ideal_yaw = olddir; // can't move
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// if a bridge was pulled out from underneath a monster, it may not have
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// a valid standing position at all
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if (!World_CheckBottom (world, actor))
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World_FixCheckBottom (actor);
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}
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/*
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======================
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SV_CloseEnough
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======================
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*/
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qboolean World_CloseEnough (wedict_t *ent, wedict_t *goal, float dist)
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{
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int i;
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for (i=0 ; i<3 ; i++)
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{
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if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
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return false;
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if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
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return false;
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}
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return true;
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}
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/*
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======================
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SV_MoveToGoal
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======================
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*/
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qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist)
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{
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wedict_t *goal;
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ent = (wedict_t*)PROG_TO_EDICT(world->progs, pr_global_struct->self);
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goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity);
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if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
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{
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return false;
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}
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// if the next step hits the enemy, return immediately
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if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) )
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return true;
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// bump around...
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if ( (rand()&3)==1 ||
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!World_StepDirection (world, ent, ent->v->ideal_yaw, dist))
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{
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World_NewChaseDir (world, ent, goal, dist);
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}
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return true;
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}
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#endif
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