mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
6d5ffa9f8e
There's still some cleanup to do, but everything seems to be working nicely: `make -j` works, `make distcheck` passes. There is probably plenty of bitrot in the package directories (RPM, debian), though. The vc project files have been removed since those versions are way out of date and quakeforge is pretty much dependent on gcc now anyway. Most of the old Makefile.am files are now Makemodule.am. This should allow for new Makefile.am files that allow local building (to be added on an as-needed bases). The current remaining Makefile.am files are for standalone sub-projects.a The installable bins are currently built in the top-level build directory. This may change if the clutter gets to be too much. While this does make a noticeable difference in build times, the main reason for the switch was to take care of the growing dependency issues: now it's possible to build tools for code generation (eg, using qfcc and ruamoko programs for code-gen).
372 lines
9.3 KiB
C
372 lines
9.3 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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*/
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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 "world.h"
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#include "nq/include/server.h"
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#include "nq/include/sv_progs.h"
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#define STEPSIZE 18
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int c_yes, c_no;
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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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qboolean
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SV_CheckBottom (edict_t *ent)
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{
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float mid, bottom;
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int x, y;
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trace_t trace;
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vec3_t mins, maxs, start, stop;
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VectorAdd (SVvector (ent, origin), SVvector (ent, mins), mins);
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VectorAdd (SVvector (ent, origin), SVvector (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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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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// check it for real...
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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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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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qboolean
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SV_movestep (edict_t *ent, const vec3_t move, qboolean relink)
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{
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edict_t *enemy;
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float dz;
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int i;
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trace_t trace;
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vec3_t oldorg, neworg, end;
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// try the move
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VectorCopy (SVvector (ent, origin), oldorg);
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VectorAdd (SVvector (ent, origin), move, neworg);
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// flying monsters don't step up
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if ((int) SVfloat (ent, 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 (SVvector (ent, origin), move, neworg);
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enemy = PROG_TO_EDICT (&sv_pr_state, SVentity (ent, enemy));
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if (i == 0 && enemy != sv.edicts) {
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dz = SVvector (ent, origin)[2] - SVvector (enemy, 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 = SV_Move (SVvector (ent, origin), SVvector (ent, mins),
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SVvector (ent, maxs), neworg, false, ent);
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if (trace.fraction == 1) {
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if (((int) SVfloat (ent, 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, SVvector (ent, 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, SVvector (ent, mins), SVvector (ent, maxs), end,
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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, SVvector (ent, mins), SVvector (ent, maxs),
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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) SVfloat (ent, flags) & FL_PARTIALGROUND) {
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VectorAdd (SVvector (ent, origin), move, SVvector (ent, origin));
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if (relink)
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SV_LinkEdict (ent, true);
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_ONGROUND;
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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, SVvector (ent, origin));
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if (!SV_CheckBottom (ent)) {
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if ((int) SVfloat (ent, flags) & FL_PARTIALGROUND) {
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// entity had floor mostly pulled out from underneath it and is
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// 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, SVvector (ent, origin));
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return false;
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}
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if ((int) SVfloat (ent, flags) & FL_PARTIALGROUND) {
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) & ~FL_PARTIALGROUND;
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}
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SVentity (ent, groundentity) = EDICT_TO_PROG (&sv_pr_state, 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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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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static qboolean
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SV_StepDirection (edict_t *ent, float yaw, float dist)
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{
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float delta;
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vec3_t move, oldorigin;
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SVfloat (ent, ideal_yaw) = yaw;
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PF_changeyaw (&sv_pr_state);
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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 (SVvector (ent, origin), oldorigin);
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if (SV_movestep (ent, move, false)) {
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delta = SVvector (ent, angles)[YAW] - SVfloat (ent, 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, SVvector (ent, 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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static void
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SV_FixCheckBottom (edict_t *ent)
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{
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SVfloat (ent, flags) = (int) SVfloat (ent, flags) | FL_PARTIALGROUND;
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}
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#define DI_NODIR -1
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static 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, olddir, tdir, turnaround;
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float d[3];
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olddir = anglemod ((int) (SVfloat (actor, ideal_yaw) / 45) * 45);
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turnaround = anglemod (olddir - 180);
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deltax = SVvector (enemy, origin)[0] - SVvector (actor, origin)[0];
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deltay = SVvector (enemy, origin)[1] - SVvector (actor, 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 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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SVfloat (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 (!SV_CheckBottom (actor))
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SV_FixCheckBottom (actor);
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}
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static 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 (SVvector (goal, absmin)[i] > SVvector (ent, absmax)[i] + dist)
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return false;
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if (SVvector (goal, absmax)[i] < SVvector (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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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 (pr, *pr->globals.self);
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goal = PROG_TO_EDICT (pr, SVentity (ent, goalentity));
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dist = P_FLOAT (pr, 0);
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if (!((int) SVfloat (ent, flags) & (FL_ONGROUND | FL_FLY | FL_SWIM))) {
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R_FLOAT (pr) = 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 (pr, SVentity (ent, enemy)) != sv.edicts
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&& SV_CloseEnough (ent, goal, dist))
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return;
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// bump around...
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if ((rand () & 3) == 1
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|| !SV_StepDirection (ent, SVfloat (ent, ideal_yaw), dist)) {
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SV_NewChaseDir (ent, goal, dist);
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}
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}
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