quakequest/Projects/Android/jni/darkplaces/sv_move.c

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2019-05-30 05:57:57 +00:00
/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// sv_move.c -- monster movement
#include "quakedef.h"
#include "prvm_cmds.h"
/*
=============
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 (prvm_edict_t *ent)
{
prvm_prog_t *prog = SVVM_prog;
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, mins), mins);
VectorAdd (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, 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_PointSuperContents(start) & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY)))
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*sv_stepheight.value;
trace = SV_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(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_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
bottom = trace.endpos[2];
if (trace.fraction == 1.0 || mid - trace.endpos[2] > sv_stepheight.value)
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 and false is returned
=============
*/
qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace)
{
prvm_prog_t *prog = SVVM_prog;
float dz;
vec3_t oldorg, neworg, end, traceendpos, entorigin, entmins, entmaxs;
trace_t trace;
int i;
prvm_edict_t *enemy;
// try the move
VectorCopy (PRVM_serveredictvector(ent, origin), oldorg);
VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
VectorCopy(PRVM_serveredictvector(ent, mins), entmins);
VectorCopy(PRVM_serveredictvector(ent, maxs), entmaxs);
// flying monsters don't step up
if ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) )
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
if (noenemy)
enemy = prog->edicts;
else
{
enemy = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, enemy));
if (i == 0 && enemy != prog->edicts)
{
dz = PRVM_serveredictvector(ent, origin)[2] - PRVM_serveredictvector(enemy, origin)[2];
if (dz > 40)
neworg[2] -= 8;
if (dz < 30)
neworg[2] += 8;
}
}
VectorCopy(PRVM_serveredictvector(ent, origin), entorigin);
trace = SV_TraceBox(entorigin, entmins, entmaxs, neworg, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.fraction == 1)
{
VectorCopy(trace.endpos, traceendpos);
if (((int)PRVM_serveredictfloat(ent, flags) & FL_SWIM) && !(SV_PointSuperContents(traceendpos) & SUPERCONTENTS_LIQUIDSMASK))
return false; // swim monster left water
VectorCopy (traceendpos, PRVM_serveredictvector(ent, origin));
if (relink)
{
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
}
return true;
}
if (enemy == prog->edicts)
break;
}
return false;
}
// push down from a step height above the wished position
neworg[2] += sv_stepheight.value;
VectorCopy (neworg, end);
end[2] -= sv_stepheight.value*2;
trace = SV_TraceBox(neworg, entmins, entmaxs, end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.startsolid)
{
neworg[2] -= sv_stepheight.value;
trace = SV_TraceBox(neworg, entmins, entmaxs, end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.startsolid)
return false;
}
if (trace.fraction == 1)
{
// if monster had the ground pulled out, go ahead and fall
if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
{
VectorAdd (PRVM_serveredictvector(ent, origin), move, PRVM_serveredictvector(ent, origin));
if (relink)
{
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
}
PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_ONGROUND;
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, PRVM_serveredictvector(ent, origin));
if (!SV_CheckBottom (ent))
{
if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
if (relink)
{
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
}
return true;
}
VectorCopy (oldorg, PRVM_serveredictvector(ent, origin));
return false;
}
if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_PARTIALGROUND;
// gameplayfix: check if reached pretty steep plane and bail
if ( ! ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) ) && sv_gameplayfix_nostepmoveonsteepslopes.integer )
{
if (trace.plane.normal[ 2 ] < 0.5)
{
VectorCopy (oldorg, PRVM_serveredictvector(ent, origin));
return false;
}
}
PRVM_serveredictedict(ent, groundentity) = PRVM_EDICT_TO_PROG(trace.ent);
// the move is ok
if (relink)
{
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
}
return true;
}
//============================================================================
/*
======================
SV_StepDirection
Turns to the movement direction, and walks the current distance if
facing it.
======================
*/
static qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist)
{
prvm_prog_t *prog = SVVM_prog;
vec3_t move, oldorigin;
float delta;
PRVM_serveredictfloat(ent, ideal_yaw) = yaw;
VM_changeyaw(prog);
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
VectorCopy (PRVM_serveredictvector(ent, origin), oldorigin);
if (SV_movestep (ent, move, false, false, false))
{
delta = PRVM_serveredictvector(ent, angles)[YAW] - PRVM_serveredictfloat(ent, ideal_yaw);
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
VectorCopy (oldorigin, PRVM_serveredictvector(ent, origin));
}
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
return true;
}
SV_LinkEdict(ent);
SV_LinkEdict_TouchAreaGrid(ent);
return false;
}
/*
======================
SV_FixCheckBottom
======================
*/
static void SV_FixCheckBottom (prvm_edict_t *ent)
{
prvm_prog_t *prog = SVVM_prog;
PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) | FL_PARTIALGROUND;
}
/*
================
SV_NewChaseDir
================
*/
#define DI_NODIR -1
static void SV_NewChaseDir (prvm_edict_t *actor, prvm_edict_t *enemy, float dist)
{
prvm_prog_t *prog = SVVM_prog;
float deltax,deltay;
float d[3];
float tdir, olddir, turnaround;
olddir = ANGLEMOD((int)(PRVM_serveredictfloat(actor, ideal_yaw)/45)*45);
turnaround = ANGLEMOD(olddir - 180);
deltax = PRVM_serveredictvector(enemy, origin)[0] - PRVM_serveredictvector(actor, origin)[0];
deltay = PRVM_serveredictvector(enemy, origin)[1] - PRVM_serveredictvector(actor, 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) || fabs(deltay)>fabs(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;
PRVM_serveredictfloat(actor, 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
======================
*/
static qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (goal->priv.server->areamins[i] > ent->priv.server->areamaxs[i] + dist)
return false;
if (goal->priv.server->areamaxs[i] < ent->priv.server->areamins[i] - dist)
return false;
}
return true;
}
/*
======================
SV_MoveToGoal
======================
*/
void VM_SV_MoveToGoal(prvm_prog_t *prog)
{
prvm_edict_t *ent, *goal;
float dist;
VM_SAFEPARMCOUNT(1, SV_MoveToGoal);
ent = PRVM_PROG_TO_EDICT(PRVM_serverglobaledict(self));
goal = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, goalentity));
dist = PRVM_G_FLOAT(OFS_PARM0);
if ( !( (int)PRVM_serveredictfloat(ent, flags) & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
// if the next step hits the enemy, return immediately
if ( PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, enemy)) != prog->edicts && SV_CloseEnough (ent, goal, dist) )
return;
// bump around...
if ( (rand()&3)==1 ||
!SV_StepDirection (ent, PRVM_serveredictfloat(ent, ideal_yaw), dist))
{
SV_NewChaseDir (ent, goal, dist);
}
}