834 lines
19 KiB
C
834 lines
19 KiB
C
/*
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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 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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// sv_move.c -- monster movement
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#include "quakedef.h"
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// Tei f0.1 Scale step from 18
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// Thunder Cats value is not 2
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extern cvar_t sv_stepsize;
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int GetLastChase (edict_t *ent, vec3_t out) ;//Tei
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float TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);//Tei
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//#define STEPSIZE 8
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// Tei f0.1 Scale step
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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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int SV_HullPointContents (hull_t *hull, int num, vec3_t p);
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qboolean 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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{
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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*sv_stepsize.value;
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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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{
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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] > sv_stepsize.value)
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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 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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vec3_t enemyorg;
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//Tei chase
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//enemy = PROG_TO_EDICT(ent->v.enemy);
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GetLastChase(ent,enemyorg);
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/*
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if (enemy->lastChaseLoc[0])
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{
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lastc
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VectorCopy(enemy->lastChaseLoc,enemyorg);
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//Con_Printf("Chasing..\n");
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}
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else
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{
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//Con_Printf("UnChasing..\n");
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VectorCopy(enemy->v.origin,enemyorg);
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}*/
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//Tei chase
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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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{
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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->v.origin, move, neworg);
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enemy = PROG_TO_EDICT(ent->v.enemy);
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if (i == 0 && enemy != sv.edicts)
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{
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//dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
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dz = ent->v.origin[2] - enemyorg[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 (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
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if (trace.fraction == 1)
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{
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if ( ((int)ent->v.flags & FL_SWIM) && (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] += sv_stepsize.value;
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VectorCopy (neworg, end);
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end[2] -= sv_stepsize.value*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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{
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neworg[2] -= sv_stepsize.value;
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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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{
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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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{
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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"); //Xfx
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return true;
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}
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// Con_Printf ("elige no caer\n");//ZZZ
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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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{
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if ( (int)ent->v.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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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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{
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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(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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void PF_changeyaw (void);
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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->v.ideal_yaw = yaw;
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PF_changeyaw();
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yaw = yaw*6.283186307179586 / 360; // Tomaz Speed
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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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{
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delta = ent->v.angles[YAW] - ent->v.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->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 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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extern cvar_t mod_smartroute;
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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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#define SEE(mensaje)
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//Con_Printf("msg: '%s'\n",mensaje);
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qboolean visible (edict_t *self, edict_t *other);
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float vectoyaw (vec3_t value1);
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#define MAXCHASE 10
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int PushLastChase(edict_t *ent)
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{
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edict_t * enemy;
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if (!ent->v.enemy)
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return false;//DEBUG
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enemy = PROG_TO_EDICT(ent->v.enemy);
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if (visible(ent,enemy))
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{
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VectorCopy(enemy->v.origin, ent->chase);
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VectorCopy(ent->v.origin, ent->chasefrom);
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VectorCopy(enemy->v.origin, enemy->chaseme);
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return true;
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}
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if(ent->chase[0])
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{
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VectorCopy(enemy->v.origin, ent->chase);
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VectorCopy(ent->v.origin, ent->chasefrom);
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}
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return false;
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#if 0
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if (visible(ent,enemy))//TODO: remove that line
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{
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ent->indexChase++;
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if (ent->indexChase>MAXCHASE-1)
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ent->indexChase = 0;
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SEE("Saving your pos!");
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VectorCopy(enemy->v.origin,ent->lastChaseLoc[ent->indexChase]);//Save last seek pos
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}
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else
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{
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Con_Printf("This is a BUG in pushlastchase\n");
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}
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return 0;//ent->indexChase;
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#endif
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};
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void R_BeamColor3f (vec3_t origin, vec3_t end,float red, float green, float blue); // raw line
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void R_Beam (vec3_t origin, vec3_t end) ;
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#define AI_VISIBLE 1
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#define AI_RUTABLE 2
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#define AI_SEARCH 4
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int SimpleTrace(vec3_t from, vec3_t to)
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{
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vec3_t dumy;
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return TraceLine(from,to,dumy,dumy)==1;
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};
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void vectoangles (vec3_t value1,vec3_t out);
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void GetAlternate(edict_t *ent, vec3_t alt)
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{
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vec3_t org,eorg, stop, normal,forward,angles;
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vec3_t alte,alts,right,up;
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int f,dir;
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edict_t *enemy;
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if(!ent->v.enemy)
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return;//DEBUG
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enemy = PROG_TO_EDICT(ent->v.enemy);
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VectorCopy(ent->v.origin,org);
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VectorCopy(enemy->v.origin,eorg);
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VectorSubtract(eorg,org,forward);
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vectoangles(forward,angles);
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AngleVectors(angles,forward, right, up);
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f = lhrandom(10,200);
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if (f&1)
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dir = -1;
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else
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dir = 1;
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VectorMA(org,f*dir,right,alts);
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if (!SimpleTrace(org,alts))
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{
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VectorCopy(eorg,alt);
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return;
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}
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VectorMA(eorg,f*dir,right,alte);
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if (!SimpleTrace(eorg,alte) || !SimpleTrace(alts,alte))
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{
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VectorCopy(eorg,alt);
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return;
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}
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// R_BeamColor3f(org,alts,255,255,255);
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// R_BeamColor3f(alts,alte,255,255,255);
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// R_BeamColor3f(alte,eorg,255,255,255);
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VectorCopy(alts,alt);
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}
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int GetLastChase(edict_t *ent, vec3_t out)
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{
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edict_t * enemy;
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vec3_t org, stop, normal,forward;
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float f;
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//int init = ent->indexChase, pos = init,t;
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if(!ent->v.enemy)
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return false;//DEBUG
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enemy = PROG_TO_EDICT(ent->v.enemy);
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VectorCopy(ent->v.origin,org);
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//Its chase the perfect location?
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if (TraceLine(ent->chase,enemy->v.origin,stop,normal)==1)
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{
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// SEE("Player In a know location!");
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//Chase is a good location to trace player, go for it!
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VectorCopy(ent->chase, out);
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ent->aiflags |= AI_VISIBLE;
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return true;
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}
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//Chase is not good
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ent->aiflags &= ~AI_VISIBLE;
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//Its chasefrom a better location?
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if (TraceLine(ent->chasefrom,enemy->v.origin,stop,normal)==1)
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{
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SEE("Returning to last know good location");
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//chasefrom is good!, go for it
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VectorCopy(ent->chasefrom, out);
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ent->aiflags |= AI_RUTABLE;
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return true;
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}
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//Chasefrom is not good, shit!
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ent->aiflags &= AI_RUTABLE;
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//Can get the chase loc, anyway?
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if (TraceLine(ent->chase,ent->v.origin,stop,normal)==1 && lhrandom(0,100)<50)
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{
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SEE("Search at the last know location");
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//Go and get chase location
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VectorCopy(ent->chase, out);
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return true;
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}
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//Make "org+forward*200" vector
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f = lhrandom(100,800);
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AngleVectors(ent->v.angles,forward,stop,normal);
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VectorMA(ent->v.origin,f,forward,forward);
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//"org+forward*200" is good?
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if (SV_PointContents(forward) == CONTENTS_EMPTY)
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if (TraceLine(forward,enemy->v.origin,stop,normal)==1)
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{
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SEE("Humm... I will check forward angle");
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//Go and get chase location
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VectorCopy(forward, out);
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return true;
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}
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//Make "forward*200" vector
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VectorSubtract(ent->chase,ent->v.origin,forward);
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f += VectorNormalize(forward);
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//VectorScale(forward,f,forward);
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//VectorAdd(forward,ent->v.origin,forward);
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VectorMA(ent->v.origin,f,forward,forward);
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if (SV_PointContents(forward) == CONTENTS_EMPTY)
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if (TraceLine(forward,enemy->v.origin,stop,normal)==1)
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{
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SEE("Humm... I will check forward chase");
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//Go and get chase location
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VectorCopy(forward, out);
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return true;
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}
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//SEE("Has been seen by other army?..");
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if (TraceLine(ent->v.origin,enemy->chaseme,stop,normal)==1)
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{
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SEE("Its a know bandit, here!");
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//Go and get chase location
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VectorCopy(forward, out);
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return true;
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}
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SEE("I can see player... patrol here");
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//Try blindly get player
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//GetAlternate(ent, out);
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VectorCopy(enemy->v.origin,out);
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return false;
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};
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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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// trace_t trace;
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vec3_t enemyorigin,dx;
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// float f;
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/*
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if (mod_smartroute.value)
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{
|
|
R_Beam(actor->v.origin, actor->chase);//XFX
|
|
R_BeamColor3f(actor->chase,enemy->v.origin,0,255,0);
|
|
}
|
|
else
|
|
{
|
|
R_BeamColor3f(actor->v.origin,enemy->v.origin,255,0,0);
|
|
}*/
|
|
|
|
//Remenver last enemy pos
|
|
|
|
if(mod_smartroute.value && !strcmp("player",enemy->v.classname + pr_strings))
|
|
{
|
|
//This code save the last know pos of enemy, and try to
|
|
// walk to these point first
|
|
if (visible(actor,enemy)/* || !(actor->lastChaseLoc[0])*/)
|
|
{
|
|
SEE("I see you!");
|
|
//lastc = GetLastChase(actor);
|
|
PushLastChase(actor);
|
|
//VectorCopy(enemy->v.origin, *lastc);
|
|
VectorCopy(enemy->v.origin, enemyorigin);
|
|
//SEE(pr_strings + enemy->v.classname);
|
|
}
|
|
else
|
|
{
|
|
//if( enemy->lastChaseLoc[0])
|
|
//{
|
|
SEE("I remenber you!");
|
|
//VectorCopy(actor->lastChaseLoc,enemyorigin);
|
|
GetLastChase(actor,enemyorigin);
|
|
|
|
VectorSubtract(enemyorigin,actor->v.origin,dx);
|
|
|
|
if(lhrandom(0,100)<5)
|
|
actor->v.ideal_yaw = vectoyaw(dx);
|
|
/*
|
|
if( lhrandom(0,100)<10 )
|
|
{
|
|
SEE("I interpolate my path");
|
|
VectorAdd(enemyorigin,enemy->v.origin,enemyorigin);
|
|
enemyorigin[0] = enemyorigin[0]*0.5;
|
|
enemyorigin[1] = enemyorigin[1]*0.5;
|
|
enemyorigin[2] = enemyorigin[2]*0.5;
|
|
f = TraceLine(actor->v.origin,enemyorigin, stop, normal);
|
|
//if (f==1)
|
|
//{
|
|
SEE("This is a improvement");
|
|
VectorCopy(stop,enemyorigin);
|
|
//}
|
|
}*/
|
|
//}
|
|
//else
|
|
// SEE("I dont remenber you...");
|
|
}
|
|
// R_Beam(actor->v.origin,enemyorigin);//XFX
|
|
// R_Beam(enemyorigin, enemy->v.origin);//XFX
|
|
}
|
|
else
|
|
VectorCopy(enemy->v.origin,enemyorigin);
|
|
|
|
|
|
olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
|
|
turnaround = anglemod(olddir - 180);
|
|
|
|
deltax = enemyorigin[0] - actor->v.origin[0];
|
|
deltay = enemyorigin[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( mod_smartroute.value >2 )
|
|
{
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? 45 - 22 : 315 +22 ;
|
|
else
|
|
//tdir = d[2] == 90 ? 135 : 215;//
|
|
tdir = d[2] == 90 ? 135 + 22: 225 - 22;//
|
|
|
|
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
return;
|
|
}
|
|
|
|
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? 45 : 315;
|
|
else
|
|
//tdir = d[2] == 90 ? 135 : 215;//
|
|
tdir = d[2] == 90 ? 135 : 225;//
|
|
|
|
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
return;
|
|
/*
|
|
if( mod_smartroute.value )
|
|
{
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? 45 + 22 : 315 -22 ;
|
|
else
|
|
//tdir = d[2] == 90 ? 135 : 215;//
|
|
tdir = d[2] == 90 ? 135 - 22: 225 + 22;//
|
|
|
|
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
return;
|
|
|
|
if (d[1] == 0)
|
|
tdir = d[2] == 90 ? lhrandom(22,67) : lhrandom(315-22,315+22);//medium angle
|
|
else
|
|
tdir = d[2] == 90 ? lhrandom(135-22,135+22) : lhrandom(225-22,225+22);//medium angle
|
|
|
|
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 */
|
|
|
|
//Con_Printf ("no encuentro camino al player\n");//ZZZ
|
|
|
|
//Tei smarther movetogoal
|
|
/*
|
|
if (mod_smartroute.value && actor->v.blocked)
|
|
{
|
|
|
|
pr_global_struct->self = EDICT_TO_PROG(actor);
|
|
VectorCopy( d,pr_global_struct->trace_plane_normal );
|
|
PR_ExecuteProgram (actor->v.blocked);
|
|
VectorCopy( pr_global_struct->trace_plane_normal,d );
|
|
|
|
if (SV_StepDirection(actor, d[2], dist))
|
|
return;
|
|
//return;
|
|
}*/
|
|
//Tei smarther movetogoal
|
|
|
|
if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
|
|
return;
|
|
|
|
if (rand()&1) /*randomly determine direction of search*/
|
|
{
|
|
|
|
#define ANGLETURN (45/2)
|
|
// Con_Printf ("aleogiro iz\n");//ZZZ
|
|
for (tdir=0 ; tdir<=315 ; tdir += ANGLETURN)
|
|
if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// Con_Printf ("aleogiro der\n");//ZZZ
|
|
for (tdir=315 ; tdir >=0 ; tdir -= ANGLETURN)
|
|
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
|
|
|
|
|
|
|
|
//Con_Printf ("no puede mover\n");//ZZZ
|
|
|
|
// 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 WPAdd( vec3_t self, vec3_t target);
|
|
void WPAddSmart( vec3_t self, vec3_t target);
|
|
|
|
void SV_MoveToGoal (void)
|
|
{
|
|
edict_t *ent, *goal;
|
|
float dist;
|
|
|
|
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( ent->v.goalentity && Length(goal->v.origin)>1 && Length(ent->v.origin)>1)
|
|
// WPAddSmart( ent->v.origin,goal->v.origin);
|
|
|
|
// if the next step hits the enemy, return immediately
|
|
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
|
|
return;
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 ||
|
|
!SV_StepDirection (ent, ent->v.ideal_yaw, dist))
|
|
{
|
|
SV_NewChaseDir (ent, goal, dist);
|
|
|
|
if (mod_smartroute.value)//Tei, erk!,... this will make then faster >:
|
|
{
|
|
if ( !SV_StepDirection (ent, ent->v.ideal_yaw, dist))
|
|
{
|
|
SV_NewChaseDir (ent, goal, dist);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
|