quakeforge/nq/source/sv_move.c
Bill Currie 1fce1ea12e run indent over all the .c files using qw's .indent.pro. The real reason for
this is I mistakenly did so while making some other changes (which I made sure
were NOT in the checkin:)
2001-02-26 06:48:02 +00:00

427 lines
9.5 KiB
C

/*
sv_move.c
@description@
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 "server.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.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;
#ifdef QUAKE2
edict_t *enemy;
#endif
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
#ifdef QUAKE2
enemy = PROG_TO_EDICT (ent->v.enemy);
if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist))
#else
if (PROG_TO_EDICT (ent->v.enemy) != sv.edicts
&& SV_CloseEnough (ent, goal, dist))
#endif
return;
// bump around...
if ((rand () & 3) == 1 || !SV_StepDirection (ent, ent->v.ideal_yaw, dist)) {
SV_NewChaseDir (ent, goal, dist);
}
}