/* 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