mirror of
https://git.code.sf.net/p/quake/newtree
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421 lines
9.6 KiB
C
421 lines
9.6 KiB
C
/*
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sv_move.c
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monster movement
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <stdlib.h>
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#include <math.h>
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#include "pmove.h"
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#include "server.h"
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#include "sv_pr_cmds.h"
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#include "world.h"
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#define STEPSIZE 18
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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qboolean
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SV_CheckBottom (edict_t *ent)
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{
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid, bottom;
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VectorAdd (ent->v.origin, ent->v.mins, mins);
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VectorAdd (ent->v.origin, ent->v.maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1;
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for (x = 0; x <= 1; x++)
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for (y = 0; y <= 1; y++) {
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if (SV_PointContents (start) != CONTENTS_SOLID)
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5;
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start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5;
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stop[2] = start[2] - 2 * STEPSIZE;
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trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction == 1.0)
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for (x = 0; x <= 1; x++)
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for (y = 0; y <= 1; y++) {
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
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bottom = trace.endpos[2];
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if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
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return false;
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}
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c_yes++;
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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qboolean
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SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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edict_t *enemy;
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// try the move
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VectorCopy (ent->v.origin, oldorg);
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VectorAdd (ent->v.origin, move, neworg);
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// flying monsters don't step up
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if ((int) ent->v.flags & (FL_SWIM | FL_FLY)) {
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// try one move with vertical motion, then one without
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for (i = 0; i < 2; i++) {
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VectorAdd (ent->v.origin, move, neworg);
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enemy = PROG_TO_EDICT (&sv_progs, ent->v.enemy);
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if (i == 0 && enemy != sv.edicts) {
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dz =
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ent->v.origin[2] -
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PROG_TO_EDICT (&sv_progs, ent->v.enemy)->v.origin[2];
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if (dz > 40)
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neworg[2] -= 8;
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if (dz < 30)
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neworg[2] += 8;
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}
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trace =
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SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false,
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ent);
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if (trace.fraction == 1) {
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if (((int) ent->v.flags & FL_SWIM)
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&& SV_PointContents (trace.endpos) == CONTENTS_EMPTY)
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return false; // swim monster left water
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VectorCopy (trace.endpos, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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if (enemy == sv.edicts)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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neworg[2] += STEPSIZE;
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VectorCopy (neworg, end);
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end[2] -= STEPSIZE * 2;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid)
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return false;
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if (trace.startsolid) {
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neworg[2] -= STEPSIZE;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1) {
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// if monster had the ground pulled out, go ahead and fall
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if ((int) ent->v.flags & FL_PARTIALGROUND) {
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VectorAdd (ent->v.origin, move, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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ent->v.flags = (int) ent->v.flags & ~FL_ONGROUND;
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->v.origin);
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if (!SV_CheckBottom (ent)) {
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if ((int) ent->v.flags & FL_PARTIALGROUND) { // entity had floor
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// mostly pulled out
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// from underneath it
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// and is trying to correct
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v.origin);
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return false;
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}
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if ((int) ent->v.flags & FL_PARTIALGROUND) {
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// Con_Printf ("back on ground\n");
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ent->v.flags = (int) ent->v.flags & ~FL_PARTIALGROUND;
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}
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ent->v.groundentity = EDICT_TO_PROG (&sv_progs, trace.ent);
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// the move is ok
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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//============================================================================
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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qboolean
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SV_StepDirection (edict_t *ent, float yaw, float dist)
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{
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vec3_t move, oldorigin;
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float delta;
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ent->v.ideal_yaw = yaw;
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PF_changeyaw (&sv_progs);
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yaw = yaw * M_PI * 2 / 360;
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move[0] = cos (yaw) * dist;
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move[1] = sin (yaw) * dist;
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move[2] = 0;
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VectorCopy (ent->v.origin, oldorigin);
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if (SV_movestep (ent, move, false)) {
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delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
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if (delta > 45 && delta < 315) { // not turned far enough, so
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// don't take the step
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VectorCopy (oldorigin, ent->v.origin);
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}
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SV_LinkEdict (ent, true);
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return true;
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}
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SV_LinkEdict (ent, true);
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return false;
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}
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/*
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======================
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SV_FixCheckBottom
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======================
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*/
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void
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SV_FixCheckBottom (edict_t *ent)
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{
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// Con_Printf ("SV_FixCheckBottom\n");
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ent->v.flags = (int) ent->v.flags | FL_PARTIALGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
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#define DI_NODIR -1
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void
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SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
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{
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float deltax, deltay;
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float d[3];
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float tdir, olddir, turnaround;
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olddir = anglemod ((int) (actor->v.ideal_yaw / 45) * 45);
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turnaround = anglemod (olddir - 180);
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deltax = enemy->v.origin[0] - actor->v.origin[0];
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deltay = enemy->v.origin[1] - actor->v.origin[1];
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if (deltax > 10)
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d[1] = 0;
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else if (deltax < -10)
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d[1] = 180;
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else
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d[1] = DI_NODIR;
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if (deltay < -10)
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d[2] = 270;
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else if (deltay > 10)
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d[2] = 90;
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else
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d[2] = DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR && d[2] != DI_NODIR) {
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if (d[1] == 0)
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tdir = d[2] == 90 ? 45 : 315;
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else
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tdir = d[2] == 90 ? 135 : 215;
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if (tdir != turnaround && SV_StepDirection (actor, tdir, dist))
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return;
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}
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// try other directions
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if (((rand () & 3) & 1) || abs (deltay) > abs (deltax)) {
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tdir = d[1];
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d[1] = d[2];
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d[2] = tdir;
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}
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if (d[1] != DI_NODIR && d[1] != turnaround
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&& SV_StepDirection (actor, d[1], dist)) return;
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if (d[2] != DI_NODIR && d[2] != turnaround
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&& SV_StepDirection (actor, d[2], dist)) return;
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/* there is no direct path to the player, so pick another direction */
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if (olddir != DI_NODIR && SV_StepDirection (actor, olddir, dist))
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return;
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if (rand () & 1) { /* randomly determine direction of
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search */
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for (tdir = 0; tdir <= 315; tdir += 45)
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if (tdir != turnaround && SV_StepDirection (actor, tdir, dist))
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return;
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} else {
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for (tdir = 315; tdir >= 0; tdir -= 45)
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if (tdir != turnaround && SV_StepDirection (actor, tdir, dist))
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return;
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}
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if (turnaround != DI_NODIR && SV_StepDirection (actor, turnaround, dist))
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return;
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actor->v.ideal_yaw = olddir; // can't move
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// if a bridge was pulled out from underneath a monster, it may not have
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// a valid standing position at all
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if (!SV_CheckBottom (actor))
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SV_FixCheckBottom (actor);
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}
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/*
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======================
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SV_CloseEnough
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======================
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*/
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qboolean
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SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
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{
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int i;
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for (i = 0; i < 3; i++) {
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if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
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return false;
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if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
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return false;
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}
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return true;
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}
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/*
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======================
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SV_MoveToGoal
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======================
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*/
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void
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SV_MoveToGoal (progs_t *pr)
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{
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edict_t *ent, *goal;
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float dist;
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ent = PROG_TO_EDICT (&sv_progs, sv_progs.pr_global_struct->self);
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goal = PROG_TO_EDICT (&sv_progs, ent->v.goalentity);
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dist = G_FLOAT (&sv_progs, OFS_PARM0);
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if (!((int) ent->v.flags & (FL_ONGROUND | FL_FLY | FL_SWIM))) {
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G_FLOAT (&sv_progs, OFS_RETURN) = 0;
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return;
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}
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// if the next step hits the enemy, return immediately
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if (PROG_TO_EDICT (&sv_progs, ent->v.enemy) != sv.edicts
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&& SV_CloseEnough (ent, goal, dist)) return;
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// bump around...
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if ((rand () & 3) == 1 || !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) {
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SV_NewChaseDir (ent, goal, dist);
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}
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}
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