mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-14 22:51:49 +00:00
12689a70b9
* Moved ctf/ to game/ctf
556 lines
11 KiB
C
556 lines
11 KiB
C
/*
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Copyright (C) 1997-2001 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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// m_move.c -- monster movement
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#include "g_local.h"
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#define STEPSIZE 18
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/*
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=============
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M_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 M_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->s.origin, ent->mins, mins);
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VectorAdd (ent->s.origin, ent->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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{
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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 (gi.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 = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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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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{
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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 = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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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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//FIXME since we need to test end position contents here, can we avoid doing
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//it again later in catagorize position?
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qboolean 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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float stepsize;
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vec3_t test;
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int contents;
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// try the move
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VectorCopy (ent->s.origin, oldorg);
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VectorAdd (ent->s.origin, move, neworg);
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// flying monsters don't step up
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if ( ent->flags & (FL_SWIM | FL_FLY) )
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{
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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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{
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VectorAdd (ent->s.origin, move, neworg);
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if (i == 0 && ent->enemy)
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{
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if (!ent->goalentity)
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ent->goalentity = ent->enemy;
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dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
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if (ent->goalentity->client)
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{
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if (dz > 40)
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neworg[2] -= 8;
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if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
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if (dz < 30)
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neworg[2] += 8;
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}
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else
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{
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if (dz > 8)
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neworg[2] -= 8;
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else if (dz > 0)
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neworg[2] -= dz;
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else if (dz < -8)
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neworg[2] += 8;
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else
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neworg[2] += dz;
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}
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}
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
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// fly monsters don't enter water voluntarily
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if (ent->flags & FL_FLY)
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{
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if (!ent->waterlevel)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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return false;
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}
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}
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// swim monsters don't exit water voluntarily
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if (ent->flags & FL_SWIM)
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{
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if (ent->waterlevel < 2)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (!(contents & MASK_WATER))
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return false;
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}
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}
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if (trace.fraction == 1)
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{
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VectorCopy (trace.endpos, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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}
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return true;
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}
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if (!ent->enemy)
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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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if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
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stepsize = STEPSIZE;
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else
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stepsize = 1;
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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 = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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neworg[2] -= stepsize;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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// don't go in to water
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if (ent->waterlevel == 0)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( ent->flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->s.origin, move, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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}
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ent->groundentity = NULL;
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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->s.origin);
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if (!M_CheckBottom (ent))
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{
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if ( ent->flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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}
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return true;
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}
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VectorCopy (oldorg, ent->s.origin);
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return false;
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}
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if ( ent->flags & FL_PARTIALGROUND )
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{
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ent->flags &= ~FL_PARTIALGROUND;
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}
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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// the move is ok
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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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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===============
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M_ChangeYaw
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===============
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*/
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void M_ChangeYaw (edict_t *ent)
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{
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float ideal;
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float current;
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float move;
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float speed;
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current = anglemod(ent->s.angles[YAW]);
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ideal = ent->ideal_yaw;
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if (current == ideal)
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return;
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move = ideal - current;
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speed = ent->yaw_speed;
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if (ideal > current)
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{
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if (move >= 180)
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move = move - 360;
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}
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else
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{
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0)
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{
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if (move > speed)
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move = speed;
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}
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else
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{
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if (move < -speed)
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move = -speed;
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}
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ent->s.angles[YAW] = anglemod (current + move);
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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 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->ideal_yaw = yaw;
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M_ChangeYaw (ent);
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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->s.origin, oldorigin);
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if (SV_movestep (ent, move, false))
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{
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delta = ent->s.angles[YAW] - ent->ideal_yaw;
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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VectorCopy (oldorigin, ent->s.origin);
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}
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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return true;
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}
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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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 SV_FixCheckBottom (edict_t *ent)
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{
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ent->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 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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//FIXME: how did we get here with no enemy
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if (!enemy)
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return;
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olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
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turnaround = anglemod(olddir - 180);
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deltax = enemy->s.origin[0] - actor->s.origin[0];
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deltay = enemy->s.origin[1] - actor->s.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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{
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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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{
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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))
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return;
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if (d[2]!=DI_NODIR && d[2]!=turnaround
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&& SV_StepDirection(actor, d[2], dist))
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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 search*/
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{
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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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}
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else
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{
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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->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 (!M_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 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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{
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if (goal->absmin[i] > ent->absmax[i] + dist)
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return false;
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if (goal->absmax[i] < ent->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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M_MoveToGoal
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======================
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*/
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void M_MoveToGoal (edict_t *ent, float dist)
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{
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edict_t *goal;
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goal = ent->goalentity;
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if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
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return;
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// if the next step hits the enemy, return immediately
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if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
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return;
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// bump around...
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if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
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{
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if (ent->inuse)
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SV_NewChaseDir (ent, goal, dist);
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}
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}
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/*
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===============
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M_walkmove
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===============
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*/
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qboolean M_walkmove (edict_t *ent, float yaw, float dist)
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{
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vec3_t move;
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if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
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return false;
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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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return SV_movestep(ent, move, true);
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}
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