/* sv_move.c monster movement 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: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include #include "pmove.h" #include "server.h" #include "sv_pr_cmds.h" #include "world.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.v.origin, ent->v.v.mins, mins); VectorAdd (ent->v.v.origin, ent->v.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.v.origin, oldorg); VectorAdd (ent->v.v.origin, move, neworg); // flying monsters don't step up if ((int) ent->v.v.flags & (FL_SWIM | FL_FLY)) { // try one move with vertical motion, then one without for (i = 0; i < 2; i++) { VectorAdd (ent->v.v.origin, move, neworg); enemy = PROG_TO_EDICT (&sv_pr_state, ent->v.v.enemy); if (i == 0 && enemy != sv.edicts) { dz = ent->v.v.origin[2] - PROG_TO_EDICT (&sv_pr_state, ent->v.v.enemy)->v.v.origin[2]; if (dz > 40) neworg[2] -= 8; if (dz < 30) neworg[2] += 8; } trace = SV_Move (ent->v.v.origin, ent->v.v.mins, ent->v.v.maxs, neworg, false, ent); if (trace.fraction == 1) { if (((int) ent->v.v.flags & FL_SWIM) && SV_PointContents (trace.endpos) == CONTENTS_EMPTY) return false; // swim monster left water VectorCopy (trace.endpos, ent->v.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.v.mins, ent->v.v.maxs, end, false, ent); if (trace.allsolid) return false; if (trace.startsolid) { neworg[2] -= STEPSIZE; trace = SV_Move (neworg, ent->v.v.mins, ent->v.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.v.flags & FL_PARTIALGROUND) { VectorAdd (ent->v.v.origin, move, ent->v.v.origin); if (relink) SV_LinkEdict (ent, true); ent->v.v.flags = (int) ent->v.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.v.origin); if (!SV_CheckBottom (ent)) { if ((int) ent->v.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.v.origin); return false; } if ((int) ent->v.v.flags & FL_PARTIALGROUND) { // Con_Printf ("back on ground\n"); ent->v.v.flags = (int) ent->v.v.flags & ~FL_PARTIALGROUND; } ent->v.v.groundentity = EDICT_TO_PROG (&sv_pr_state, 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. ====================== */ qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ent->v.v.ideal_yaw = yaw; PF_changeyaw (&sv_pr_state); yaw = yaw * M_PI * 2 / 360; move[0] = cos (yaw) * dist; move[1] = sin (yaw) * dist; move[2] = 0; VectorCopy (ent->v.v.origin, oldorigin); if (SV_movestep (ent, move, false)) { delta = ent->v.v.angles[YAW] - ent->v.v.ideal_yaw; if (delta > 45 && delta < 315) { // not turned far enough, so // don't take the step VectorCopy (oldorigin, ent->v.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.v.flags = (int) ent->v.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.v.ideal_yaw / 45) * 45); turnaround = anglemod (olddir - 180); deltax = enemy->v.v.origin[0] - actor->v.v.origin[0]; deltay = enemy->v.v.origin[1] - actor->v.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.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.v.absmin[i] > ent->v.v.absmax[i] + dist) return false; if (goal->v.v.absmax[i] < ent->v.v.absmin[i] - dist) return false; } return true; } /* ====================== SV_MoveToGoal ====================== */ void SV_MoveToGoal (progs_t *pr) { edict_t *ent, *goal; float dist; ent = PROG_TO_EDICT (&sv_pr_state, sv_pr_state.pr_global_struct->self); goal = PROG_TO_EDICT (&sv_pr_state, ent->v.v.goalentity); dist = G_FLOAT (&sv_pr_state, OFS_PARM0); if (!((int) ent->v.v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) { G_FLOAT (&sv_pr_state, OFS_RETURN) = 0; return; } // if the next step hits the enemy, return immediately if (PROG_TO_EDICT (&sv_pr_state, ent->v.v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist)) return; // bump around... if ((rand () & 3) == 1 || !SV_StepDirection (ent, ent->v.v.ideal_yaw, dist)) { SV_NewChaseDir (ent, goal, dist); } }