fteqw/engine/server/sv_move.c
Spoike c4ded89ad7 fix server crash (on two pk3s with the same pure path)
fix fteqcc issue unintentionally stripping things
added model event support.
added support for a couple of extra twiddles in the iqm format.
modelviewer now highlights meshes (to display hitmesh areas).
modelviewer now shows ragdolls, because I can.
fixed some nq download issues/crashes/fallbacks.
fixed 8bit bmp palette issue.
added capturethrottlesize cvar to throttle recording speed if disk space is getting low (to avoid Maverick's demo encoder getting swamped).
com_protocolname can now list multiple protocol names to list multiple server types. only the first will be reported to other clients however.
can now be compiled without support for q1bsp or q1mdl. not useful, but hey.
increase max_channels, by as much as is necessary.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5038 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-01-13 00:39:50 +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] *= -1;
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);
/*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);
//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