fteqw/engine/server/sv_move.c
Spoike 8e8758f053 csqc's getplayerkey's "voipspeaking" or "voiploudness" are now implemented. the later works only for the local player, the former will report true only if the server is echoing.
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
2010-11-21 03:39:12 +00:00

477 lines
11 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;
}
/*
=============
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, void (*set_move_trace)(trace_t *trace, struct globalvars_s *pr_globals), struct globalvars_s *set_trace_globs)
{
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_move_trace)
set_move_trace(&trace, set_trace_globs);
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_move_trace)
set_move_trace(&trace, set_trace_globs);
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_move_trace)
set_move_trace(&trace, set_trace_globs);
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, 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