mirror of
https://git.code.sf.net/p/quake/newtree
synced 2025-05-30 00:30:38 +00:00
Initial revision
This commit is contained in:
commit
d859383680
169 changed files with 86447 additions and 0 deletions
419
source/sv_move.c
Normal file
419
source/sv_move.c
Normal file
|
@ -0,0 +1,419 @@
|
|||
/*
|
||||
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 "qwsvdef.h"
|
||||
|
||||
#define STEPSIZE 18
|
||||
|
||||
/*
|
||||
=============
|
||||
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 SV_CheckBottom (edict_t *ent)
|
||||
{
|
||||
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 (SV_PointContents (start) != CONTENTS_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*STEPSIZE;
|
||||
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
|
||||
|
||||
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];
|
||||
|
||||
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
|
||||
|
||||
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
|
||||
bottom = trace.endpos[2];
|
||||
if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
|
||||
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 SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
|
||||
{
|
||||
float dz;
|
||||
vec3_t oldorg, neworg, end;
|
||||
trace_t trace;
|
||||
int i;
|
||||
edict_t *enemy;
|
||||
|
||||
// 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);
|
||||
enemy = PROG_TO_EDICT(ent->v.enemy);
|
||||
if (i == 0 && enemy != sv.edicts)
|
||||
{
|
||||
dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
|
||||
if (dz > 40)
|
||||
neworg[2] -= 8;
|
||||
if (dz < 30)
|
||||
neworg[2] += 8;
|
||||
}
|
||||
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
|
||||
|
||||
if (trace.fraction == 1)
|
||||
{
|
||||
if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
|
||||
return false; // swim monster left water
|
||||
|
||||
VectorCopy (trace.endpos, ent->v.origin);
|
||||
if (relink)
|
||||
SV_LinkEdict (ent, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (enemy == sv.edicts)
|
||||
break;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// push down from a step height above the wished position
|
||||
neworg[2] += STEPSIZE;
|
||||
VectorCopy (neworg, end);
|
||||
end[2] -= STEPSIZE*2;
|
||||
|
||||
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
|
||||
|
||||
if (trace.allsolid)
|
||||
return false;
|
||||
|
||||
if (trace.startsolid)
|
||||
{
|
||||
neworg[2] -= STEPSIZE;
|
||||
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
|
||||
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)
|
||||
SV_LinkEdict (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 (!SV_CheckBottom (ent))
|
||||
{
|
||||
if ( (int)ent->v.flags & FL_PARTIALGROUND )
|
||||
{ // entity had floor mostly pulled out from underneath it
|
||||
// and is trying to correct
|
||||
if (relink)
|
||||
SV_LinkEdict (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(trace.ent);
|
||||
|
||||
// the move is ok
|
||||
if (relink)
|
||||
SV_LinkEdict (ent, true);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
|
||||
/*
|
||||
======================
|
||||
SV_StepDirection
|
||||
|
||||
Turns to the movement direction, and walks the current distance if
|
||||
facing it.
|
||||
|
||||
======================
|
||||
*/
|
||||
void PF_changeyaw (void);
|
||||
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
|
||||
{
|
||||
vec3_t move, oldorigin;
|
||||
float delta;
|
||||
|
||||
ent->v.ideal_yaw = yaw;
|
||||
PF_changeyaw();
|
||||
|
||||
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 (SV_movestep (ent, move, false))
|
||||
{
|
||||
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);
|
||||
}
|
||||
SV_LinkEdict (ent, true);
|
||||
return true;
|
||||
}
|
||||
SV_LinkEdict (ent, true);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
SV_FixCheckBottom
|
||||
|
||||
======================
|
||||
*/
|
||||
void SV_FixCheckBottom (edict_t *ent)
|
||||
{
|
||||
// Con_Printf ("SV_FixCheckBottom\n");
|
||||
|
||||
ent->v.flags = (int)ent->v.flags | FL_PARTIALGROUND;
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
SV_NewChaseDir
|
||||
|
||||
================
|
||||
*/
|
||||
#define DI_NODIR -1
|
||||
void SV_NewChaseDir (edict_t *actor, edict_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 && SV_StepDirection(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
|
||||
&& SV_StepDirection(actor, d[1], dist))
|
||||
return;
|
||||
|
||||
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
||||
&& SV_StepDirection(actor, d[2], dist))
|
||||
return;
|
||||
|
||||
/* there is no direct path to the player, so pick another direction */
|
||||
|
||||
if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
|
||||
return;
|
||||
|
||||
if (rand()&1) /*randomly determine direction of search*/
|
||||
{
|
||||
for (tdir=0 ; tdir<=315 ; tdir += 45)
|
||||
if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (tdir=315 ; tdir >=0 ; tdir -= 45)
|
||||
if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
|
||||
return;
|
||||
}
|
||||
|
||||
if (turnaround != DI_NODIR && SV_StepDirection(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 (!SV_CheckBottom (actor))
|
||||
SV_FixCheckBottom (actor);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
SV_CloseEnough
|
||||
|
||||
======================
|
||||
*/
|
||||
qboolean SV_CloseEnough (edict_t *ent, edict_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
|
||||
|
||||
======================
|
||||
*/
|
||||
void SV_MoveToGoal (void)
|
||||
{
|
||||
edict_t *ent, *goal;
|
||||
float dist;
|
||||
|
||||
ent = PROG_TO_EDICT(pr_global_struct->self);
|
||||
goal = PROG_TO_EDICT(ent->v.goalentity);
|
||||
dist = G_FLOAT(OFS_PARM0);
|
||||
|
||||
if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
|
||||
{
|
||||
G_FLOAT(OFS_RETURN) = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// if the next step hits the enemy, return immediately
|
||||
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
|
||||
return;
|
||||
|
||||
// bump around...
|
||||
if ( (rand()&3)==1 ||
|
||||
!SV_StepDirection (ent, ent->v.ideal_yaw, dist))
|
||||
{
|
||||
SV_NewChaseDir (ent, goal, dist);
|
||||
}
|
||||
}
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue