1120 lines
24 KiB
C
1120 lines
24 KiB
C
// m_move.c -- monster movement
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#include "g_local.h"
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#define STEPSIZE 28
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// JOSEPH 20-AUG-98
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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, stepsize;
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stepsize = STEPSIZE;
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if (ent->fallerflag)
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{
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vec3_t oldmins, oldmaxs;
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stepsize = 8;
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oldmins[0] = (ent->mins[0] / 8);
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oldmins[1] = (ent->mins[1] / 8);
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oldmins[2] = (ent->mins[2]);
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oldmaxs[0] = (ent->maxs[0] / 8);
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oldmaxs[1] = (ent->maxs[1] / 8);
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oldmaxs[2] = (ent->maxs[2]);
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VectorAdd (ent->s.origin, oldmins, mins);
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VectorAdd (ent->s.origin, oldmaxs, maxs);
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}
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else
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{
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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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}
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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; // Ridah, this was changed from STEPSIZE, which is why we must initialize it at the top
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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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// END JOSEPH
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// JOSEPH 7-OCT-98
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void think_checkedges (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, stepsize;
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vec3_t oldmins, oldmaxs;
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int currentcorner, fall;
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stepsize = 8;
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fall = 0;
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// JOSEPH 25-SEP-98
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/*if ((ent->s.origin[0] != ent->s.old_origin[0]) ||
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(ent->s.origin[1] != ent->s.old_origin[1]) ||
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(ent->s.origin[2] != ent->s.old_origin[2]))*/
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{
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// Set to floor angles
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vec3_t avec, stop;
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trace_t trace;
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VectorCopy(ent->s.origin, stop);
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stop[2] -= 16*2;
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, stop, ent, MASK_MONSTERSOLID);
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if (trace.fraction < 1)
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{
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VectorCopy (trace.plane.normal, avec);
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avec[0] = acos(trace.plane.normal[2])/M_PI*180;
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avec[2] = atan2(trace.plane.normal[1], trace.plane.normal[0])/M_PI*180;
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avec[1] = ent->s.angles[1];
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if (avec[2] == 180)
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{
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avec[0] = -avec[0];
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avec[2] = 0;
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}
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else if (avec[2] == 90)
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{
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avec[2] = avec[0];
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avec[0] = 0;
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}
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else if (avec[2] == -90)
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{
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avec[2] = -avec[0];
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avec[0] = 0;
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}
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VectorCopy (avec, ent->s.angles);
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}
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}
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/*if (ent->s.angles[0] > 20 || ent->s.angles[2] > 20 ||
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ent->s.angles[0] < -20 || ent->s.angles[2] < -20)
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{
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// Slope slide
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think_slide (ent);
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}*/
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oldmins[0] = (ent->mins[0] /8);
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oldmins[1] = (ent->mins[1] /8);
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oldmins[2] = (ent->mins[2]);
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oldmaxs[0] = (ent->maxs[0] /8);
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oldmaxs[1] = (ent->maxs[1] /8);
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oldmaxs[2] = (ent->maxs[2]);
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VectorAdd (ent->s.origin, oldmins, mins);
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VectorAdd (ent->s.origin, oldmaxs, 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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return; // we got out easy
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realcheck:
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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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{
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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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{
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fall = 1;
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}
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}
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}
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if (fall)
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{
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vec3_t move, forward, right, up, newvec;
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int speed = 140;
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int movesize = 1;
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float randmove2 = 0; //(random()-0.5)/2;
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float randmove = 0; //(random()-0.5);
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int nocorner[4] = {0, 0, 0, 0};
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// Stop any drag sound
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ent->s.sound = 0;
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oldmins[0] = (ent->mins[0]);
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oldmins[1] = (ent->mins[1]);
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oldmins[2] = (ent->mins[2]);
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oldmaxs[0] = (ent->maxs[0]);
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oldmaxs[1] = (ent->maxs[1]);
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oldmaxs[2] = (ent->maxs[2]);
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VectorAdd (ent->s.origin, oldmins, mins);
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VectorAdd (ent->s.origin, oldmaxs, maxs);
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currentcorner = 0;
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for (x=0 ; x<=1 ; x++)
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{
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for (y=0 ; y<=1 ; y++)
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{
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currentcorner++;
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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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{
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nocorner[currentcorner] = 1;
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}
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}
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}
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VectorClear(move);
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if (nocorner[1])
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{
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VectorSet(newvec, -1.0, -1, 0);
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VectorAdd(move, newvec ,move);
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}
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if (nocorner[2])
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{
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VectorSet(newvec, -1, 1, 0);
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VectorAdd(move, newvec ,move);
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}
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if (nocorner[3])
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{
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VectorSet(newvec, 1, -1.0, 0);
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VectorAdd(move, newvec ,move);
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}
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if (nocorner[0])
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{
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VectorSet(newvec, 1, 1, 0);
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VectorAdd(move, newvec ,move);
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}
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// JOSEPH 17-MAY-99
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if (!ent->pullingflag)
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{
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AngleVectors (move, forward, right, up);
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VectorScale (move, speed, ent->velocity);
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VectorMA (ent->velocity, 85, up, ent->velocity);
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ent->movetype = MOVETYPE_TOSS;
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}
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// END JOSEPH
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// Object is falling
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ent->fallingflag = 1;
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ent->groundentity = NULL;
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}
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}
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// END JOSEPH
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// JOSEPH 24-AUG-98
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void think_slide (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, stepsize;
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vec3_t oldmins, oldmaxs;
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int nocorner[4];
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int currentcorner, fall;
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stepsize = 1;
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fall = 0;
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oldmins[0] = (ent->mins[0] / 8);
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oldmins[1] = (ent->mins[1] / 8);
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oldmins[2] = (ent->mins[2]);
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oldmaxs[0] = (ent->maxs[0] / 8);
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oldmaxs[1] = (ent->maxs[1] / 8);
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oldmaxs[2] = (ent->maxs[2]);
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VectorAdd (ent->s.origin, oldmins, mins);
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VectorAdd (ent->s.origin, oldmaxs, 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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return; // we got out easy
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realcheck:
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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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currentcorner = 0;
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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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{
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for (y=0 ; y<=1 ; y++)
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{
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currentcorner++;
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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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{
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nocorner[currentcorner] = 1;
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fall = 1;
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}
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}
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}
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if (fall)
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{
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vec3_t move, forward, right, up, endorigin;
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trace_t trace;
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int speed = 4;
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int movesize = 1;
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float randmove = (random()-0.5)/3;
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float randmove2 = (random())/3;
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if (nocorner[2] && nocorner[3])
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{
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VectorSet(move, movesize+randmove2, randmove, 0);
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}
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else if (nocorner[3] && nocorner[1])
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{
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VectorSet(move, randmove, (-movesize)+randmove2, 0);
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}
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else if (nocorner[1] && nocorner[0])
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{
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VectorSet(move, (-movesize)+randmove2, randmove, 0);
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}
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else if (nocorner[0] && nocorner[2])
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{
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VectorSet(move, randmove, movesize+randmove2, 0);
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}
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else if (nocorner[2])
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{
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VectorSet(move, movesize+randmove, movesize+randmove2, 0);
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}
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else if (nocorner[0])
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{
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VectorSet(move, (-movesize)+randmove, movesize+randmove2, 0);
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}
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else if (nocorner[3])
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{
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VectorSet(move, movesize+randmove, (-movesize)+randmove2, 0);
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}
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else if (nocorner[1])
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{
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VectorSet(move, (-movesize)+randmove, (-movesize)+randmove, 0);
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}
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AngleVectors (move, forward, right, up);
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VectorScale (move, speed, move);
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VectorAdd(ent->s.origin, move, endorigin);
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, endorigin, ent, MASK_MONSTERSOLID);
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VectorCopy(trace.endpos, ent->s.origin);
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//ent->movetype = MOVETYPE_STEP;
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ent->groundentity = NULL;
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}
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}
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// END JOSEPH
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// JOSEPH 24-AUG-98
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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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// BEGIN: Xatrix/Ridah/Navigator/14-apr-1998
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int mask = MASK_MONSTERSOLID;
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if (ent->cast_info.aiflags & AI_PLAYERCLIP)
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mask = MASK_PLAYERSOLID;
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else if (ent->flags & FL_RESPAWN) // used for moveout command
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mask = MASK_SOLID;
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// END: Xatrix/Ridah/Navigator/14-apr-1998
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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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|
|
|
}
|
|
}
|
|
|
|
// BEGIN: Xatrix/Ridah/Navigator/14-apr-1998 (use modified mask for Grunts)
|
|
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, mask);
|
|
// END: Xatrix/Ridah/Navigator/14-apr-1998
|
|
|
|
// fly monsters don't enter water voluntarily
|
|
if (ent->flags & FL_FLY)
|
|
{
|
|
if (!ent->waterlevel)
|
|
{
|
|
test[0] = trace.endpos[0];
|
|
test[1] = trace.endpos[1];
|
|
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
|
contents = gi.pointcontents(test);
|
|
if (contents & MASK_WATER)
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// swim monsters don't exit water voluntarily
|
|
if (ent->flags & FL_SWIM)
|
|
{
|
|
if (ent->waterlevel < 2)
|
|
{
|
|
test[0] = trace.endpos[0];
|
|
test[1] = trace.endpos[1];
|
|
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
|
contents = gi.pointcontents(test);
|
|
if (!(contents & MASK_WATER))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
{
|
|
VectorCopy (trace.endpos, ent->s.origin);
|
|
if (relink)
|
|
{
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (!ent->enemy)
|
|
break;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// push down from a step height above the wished position
|
|
if (!(ent->cast_info.aiflags & AI_NOSTEP))
|
|
stepsize = STEPSIZE;
|
|
else
|
|
stepsize = 1;
|
|
|
|
// BEGIN: Xatrix/Ridah/Navigator/03-apr-1998
|
|
if (ent->nav_data.goal_index && ((level.node_data->nodes[ent->nav_data.goal_index-1]->origin[2] - ent->s.origin[2]) > 0))
|
|
{
|
|
stepsize += 8;
|
|
|
|
if (ent->waterlevel > 2)
|
|
stepsize = 1;
|
|
}
|
|
// END: Xatrix/Ridah/Navigator/03-apr-1998
|
|
|
|
neworg[2] += stepsize;
|
|
VectorCopy (neworg, end);
|
|
end[2] -= stepsize*2;
|
|
|
|
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, mask);
|
|
|
|
// Ridah, tell this ent to avoid us if possible
|
|
if ((trace.ent && trace.ent->svflags & SVF_MONSTER) && (ent->health > 0)) // Ridah, Fixes life after death bug
|
|
{
|
|
extern void AI_GetAvoidDirection( edict_t *self, edict_t *other );
|
|
|
|
AI_GetAvoidDirection( trace.ent, ent );
|
|
ent->cast_info.currentmove = ent->cast_info.move_avoid_walk;
|
|
}
|
|
|
|
if (trace.allsolid)
|
|
return false;
|
|
|
|
if (trace.startsolid)
|
|
{
|
|
neworg[2] -= stepsize;
|
|
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, mask);
|
|
if (trace.allsolid || trace.startsolid || trace.fraction == 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// BEGIN: Xatrix/Ridah/Navigator/03-apr-1998
|
|
// don't let monsters walk onto other monsters
|
|
if ((trace.fraction < 1) && (trace.ent->svflags & SVF_MONSTER))
|
|
{
|
|
return false;
|
|
}
|
|
// END: Xatrix/Ridah/Navigator/03-apr-1998
|
|
|
|
// don't go in to lava/slime
|
|
if (ent->waterlevel < 2)
|
|
{
|
|
test[0] = trace.endpos[0];
|
|
test[1] = trace.endpos[1];
|
|
test[2] = trace.endpos[2] + ent->mins[2] + 16;
|
|
contents = gi.pointcontents(test);
|
|
|
|
if (contents & (CONTENTS_LAVA|CONTENTS_SLIME))
|
|
return false;
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
{
|
|
// if monster had the ground pulled out, go ahead and fall
|
|
if ( ent->flags & FL_PARTIALGROUND )
|
|
{
|
|
VectorAdd (ent->s.origin, move, ent->s.origin);
|
|
if (relink)
|
|
{
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
}
|
|
ent->groundentity = NULL;
|
|
return true;
|
|
}
|
|
// BEGIN: Xatrix/Ridah/Navigator/14-apr-1998
|
|
else
|
|
{
|
|
float fall_dist=0;
|
|
|
|
// never fall into water
|
|
VectorCopy(trace.endpos, neworg);
|
|
VectorCopy(neworg, end);
|
|
end[2] -= 2048;
|
|
|
|
trace = gi.trace( neworg, ent->mins, ent->maxs, end, ent, mask );
|
|
|
|
test[0] = trace.endpos[0];
|
|
test[1] = trace.endpos[1];
|
|
test[2] = trace.endpos[2] + ent->mins[2] + 16;
|
|
contents = gi.pointcontents(test);
|
|
|
|
if (contents & MASK_WATER)
|
|
return false;
|
|
|
|
|
|
/*
|
|
// let them fall into water if they should be doing so
|
|
if ( ent->waterlevel
|
|
|| (ent->count && level.node_data->nodes[ent->count-1]->waterlevel)
|
|
|| (ent->goalentity && ent->goalentity->waterlevel))
|
|
{
|
|
VectorAdd (ent->s.origin, move, ent->s.origin);
|
|
VectorScale(move, 10, ent->velocity);
|
|
ent->groundentity = NULL;
|
|
|
|
return true;
|
|
}
|
|
*/
|
|
|
|
if ( (ent->nav_data.goal_index && ((fall_dist = level.node_data->nodes[ent->nav_data.goal_index-1]->origin[2] - ent->s.origin[2]) < 0))
|
|
|| (ent->goalentity && (( fall_dist = ent->goalentity->s.origin[2] - ent->s.origin[2]) < 0)))
|
|
{
|
|
// VectorCopy(trace.endpos, neworg);
|
|
VectorCopy(neworg, end);
|
|
end[2] += (fall_dist - 48);
|
|
|
|
trace = gi.trace( neworg, ent->mins, ent->maxs, end, ent, mask );
|
|
|
|
if (trace.fraction < 1)
|
|
{ // start to fall
|
|
VectorAdd (ent->s.origin, move, ent->s.origin);
|
|
VectorScale(move, 5, ent->velocity);
|
|
ent->groundentity = NULL;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
// END: Xatrix/Ridah/Navigator/23-mar-1998
|
|
|
|
// walked off an edge
|
|
return false;
|
|
}
|
|
|
|
// check point traces down for dangling corners
|
|
VectorCopy (trace.endpos, ent->s.origin);
|
|
|
|
if (!M_CheckBottom (ent))
|
|
{
|
|
if ( ent->flags & FL_PARTIALGROUND )
|
|
{ // entity had floor mostly pulled out from underneath it
|
|
// and is trying to correct
|
|
if (relink)
|
|
{
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Joseph
|
|
if (!ent->fallerflag)
|
|
{
|
|
// Ridah, don't bother checking all corners
|
|
// VectorCopy (oldorg, ent->s.origin);
|
|
// return false;
|
|
}
|
|
else
|
|
{
|
|
vec3_t forward, right, up;
|
|
int speed = 140;
|
|
|
|
// JOSEPH 7-OCT-98
|
|
// Stop any drag sound
|
|
ent->s.sound = 0;
|
|
|
|
// Object is falling
|
|
ent->fallingflag = 1;
|
|
// END JOSEPH
|
|
|
|
// JOSEPH 17-MAY-99
|
|
if (!ent->pullingflag)
|
|
{
|
|
AngleVectors (move, forward, right, up);
|
|
|
|
VectorScale (move, speed, ent->velocity);
|
|
VectorMA (ent->velocity, 100, up, ent->velocity);
|
|
ent->movetype = MOVETYPE_TOSS;
|
|
}
|
|
// END JOSEPH
|
|
|
|
// JOSEPH 17-MAY-99
|
|
//VectorAdd (ent->s.origin, move, ent->s.origin);
|
|
// END JOSEPH
|
|
if (relink)
|
|
{
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
}
|
|
ent->groundentity = NULL;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
if ( ent->flags & FL_PARTIALGROUND )
|
|
{
|
|
ent->flags &= ~FL_PARTIALGROUND;
|
|
}
|
|
ent->groundentity = trace.ent;
|
|
ent->groundentity_linkcount = trace.ent->linkcount;
|
|
|
|
// the move is ok
|
|
if (relink)
|
|
{
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
}
|
|
return true;
|
|
}
|
|
// END JOSEPH
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
===============
|
|
M_ChangeYaw
|
|
|
|
===============
|
|
*/
|
|
void M_ChangeYaw (edict_t *ent)
|
|
{
|
|
float ideal;
|
|
float current;
|
|
float move;
|
|
float speed;
|
|
|
|
current = anglemod(ent->s.angles[YAW]);
|
|
ideal = ent->ideal_yaw;
|
|
|
|
if (current == ideal)
|
|
return;
|
|
|
|
move = ideal - current;
|
|
speed = ent->yaw_speed;
|
|
|
|
// Ridah, turn faster if we have an enemy
|
|
if (ent->enemy)
|
|
{
|
|
speed *= 4;
|
|
if (speed > 80)
|
|
speed = 80;
|
|
}
|
|
else if (ent->cast_info.currentmove && (ent->cast_info.currentmove->frame->dist))
|
|
{ // dependant on speed
|
|
speed *= (fabs(ent->cast_info.currentmove->frame->dist) / 16.0);
|
|
if (speed > 60)
|
|
speed = 60;
|
|
if (speed < 20)
|
|
speed = 20;
|
|
|
|
//if (ent->name)
|
|
//gi.dprintf( "%s yaw = %2.1f\n", ent->name, speed );
|
|
}
|
|
|
|
if (ideal > current)
|
|
{
|
|
if (move >= 180)
|
|
move = move - 360;
|
|
}
|
|
else
|
|
{
|
|
if (move <= -180)
|
|
move = move + 360;
|
|
}
|
|
if (move > 0)
|
|
{
|
|
if (move > speed)
|
|
move = speed;
|
|
}
|
|
else
|
|
{
|
|
if (move < -speed)
|
|
move = -speed;
|
|
}
|
|
|
|
ent->s.angles[YAW] = anglemod (current + move);
|
|
}
|
|
|
|
void M_ChangeYawOld (edict_t *ent)
|
|
{
|
|
float ideal;
|
|
float current;
|
|
float move;
|
|
float speed;
|
|
|
|
current = anglemod (ent->s.angles[YAW]);
|
|
ideal = ent->ideal_yaw;
|
|
|
|
if (current == ideal)
|
|
return;
|
|
|
|
move = ideal - current;
|
|
speed = ent->yaw_speed;
|
|
|
|
if (ideal > current)
|
|
{
|
|
if (move >= 180)
|
|
move = move - 360;
|
|
}
|
|
else
|
|
{
|
|
if (move <= -180)
|
|
move = move + 360;
|
|
}
|
|
if (move > 0)
|
|
{
|
|
if (move > speed)
|
|
move = speed;
|
|
}
|
|
else
|
|
{
|
|
if (move < -speed)
|
|
move = -speed;
|
|
}
|
|
|
|
ent->s.angles[YAW] = anglemod (current + move);
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_StepDirection
|
|
|
|
Turns to the movement direction, and walks the current distance if
|
|
facing it.
|
|
|
|
======================
|
|
*/
|
|
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
|
|
{
|
|
vec3_t move, oldorigin;
|
|
float delta;
|
|
|
|
ent->ideal_yaw = yaw;
|
|
M_ChangeYaw (ent);
|
|
|
|
yaw = yaw*M_PI*2 / 360;
|
|
move[0] = cos(yaw)*dist;
|
|
move[1] = sin(yaw)*dist;
|
|
move[2] = 0;
|
|
|
|
VectorCopy (ent->s.origin, oldorigin);
|
|
if (SV_movestep (ent, move, false))
|
|
{
|
|
delta = ent->s.angles[YAW] - ent->ideal_yaw;
|
|
if (delta > 45 && delta < 315)
|
|
{ // not turned far enough, so don't take the step
|
|
VectorCopy (oldorigin, ent->s.origin);
|
|
}
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
return true;
|
|
}
|
|
gi.linkentity (ent);
|
|
G_TouchTriggers (ent);
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
SV_FixCheckBottom
|
|
|
|
======================
|
|
*/
|
|
void SV_FixCheckBottom (edict_t *ent)
|
|
{
|
|
ent->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;
|
|
|
|
//FIXME: how did we get here with no enemy
|
|
if (!enemy)
|
|
return;
|
|
|
|
olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
|
|
turnaround = anglemod(olddir - 180);
|
|
|
|
deltax = enemy->s.origin[0] - actor->s.origin[0];
|
|
deltay = enemy->s.origin[1] - actor->s.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->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 (!M_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->absmin[i] > ent->absmax[i] + dist)
|
|
return false;
|
|
if (goal->absmax[i] < ent->absmin[i] - dist)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
M_MoveToGoal
|
|
======================
|
|
*/
|
|
void M_MoveToGoal (edict_t *ent, float dist)
|
|
{
|
|
edict_t *goal;
|
|
|
|
goal = ent->goalentity;
|
|
|
|
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
|
return;
|
|
|
|
// if the next step hits the enemy, return immediately
|
|
if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
|
|
return;
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
|
|
{
|
|
if (ent->inuse)
|
|
SV_NewChaseDir (ent, goal, dist);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
M_walkmove
|
|
===============
|
|
*/
|
|
qboolean M_walkmove (edict_t *ent, float yaw, float dist)
|
|
{
|
|
vec3_t move;
|
|
qboolean rval;
|
|
// qboolean changezval = false;
|
|
|
|
if (ent->svflags & SVF_MONSTER && dist >= 28)
|
|
dist = 28;
|
|
// gi.dprintf ("%s: tried to move %5.2f\n", ent->classname, dist);
|
|
|
|
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
|
return false;
|
|
|
|
yaw = yaw*M_PI*2 / 360;
|
|
|
|
move[0] = cos(yaw)*dist;
|
|
move[1] = sin(yaw)*dist;
|
|
move[2] = 0;
|
|
/*
|
|
if (ent->maxs[2] == DUCKING_MAX_Z)
|
|
{
|
|
ent->maxs[2] = 8;//4; // Ridah, as requested
|
|
changezval = true;
|
|
}
|
|
*/
|
|
rval = SV_movestep(ent, move, true);
|
|
/*
|
|
if (changezval)
|
|
{
|
|
ent->maxs[2] = DUCKING_MAX_Z;
|
|
}
|
|
*/
|
|
|
|
return rval;
|
|
}
|