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Reformat move.c and player.h
This commit is contained in:
parent
55c85f474e
commit
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2 changed files with 601 additions and 497 deletions
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@ -1,115 +1,134 @@
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/*
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Copyright (C) 1997-2001 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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// m_move.c -- monster movement
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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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
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Monster movement support functions. While unused by the CTF code
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* these functions must be here since they're referenced at several
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* points inside the game.so.
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*
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* =======================================================================
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*/
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#include "../header/local.h"
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#define STEPSIZE 18
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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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* Returns false if any part of the bottom of
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* the entity is off an edge that is not a staircase.
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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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qboolean
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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;
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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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VectorAdd(ent->s.origin, ent->mins, mins);
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VectorAdd(ent->s.origin, ent->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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/* if all of the points under the corners are
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solid world, don't bother with the tougher
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checks the corners must be within 16 of the
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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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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] = 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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if (gi.pointcontents(start) != CONTENTS_SOLID)
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{
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goto realcheck;
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}
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}
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}
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c_yes++;
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return true; // we got out easy
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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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/* check it for real... */
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
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start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
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stop[2] = start[2] - 2*STEPSIZE;
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trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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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,
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stop, ent, MASK_MONSTERSOLID);
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if (trace.fraction == 1.0)
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{
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return false;
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}
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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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/* 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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trace = gi.trace(start, vec3_origin, vec3_origin,
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stop, ent, MASK_MONSTERSOLID);
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if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
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if ((trace.fraction != 1.0) && (trace.endpos[2] > bottom))
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{
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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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if ((trace.fraction == 1.0) || (mid - trace.endpos[2] > STEPSIZE))
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{
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return false;
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}
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}
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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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//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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* Called by monster program code.
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* The move will be adjusted for
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* slopes and stairs, but if the move
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* isn't possible, no move is done,
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* false is returned, and
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* pr_global_struct->trace_normal
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* is set to the normal of the
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* blocking wall
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*/
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qboolean
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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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vec3_t test;
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int contents;
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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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/* 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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/* 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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/* 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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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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{
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ent->goalentity = ent->enemy;
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}
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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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{
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neworg[2] -= 8;
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}
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if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
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{
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if (dz < 30)
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{
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neworg[2] += 8;
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}
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}
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}
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else
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{
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if (dz > 8)
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{
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neworg[2] -= 8;
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}
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else if (dz > 0)
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{
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neworg[2] -= dz;
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}
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else if (dz < -8)
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{
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neworg[2] += 8;
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}
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else
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{
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neworg[2] += dz;
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}
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}
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
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}
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// fly monsters don't enter water voluntarily
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trace = gi.trace(ent->s.origin, ent->mins, ent->maxs,
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neworg, ent, MASK_MONSTERSOLID);
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/* fly monsters don't enter water voluntarily */
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if (ent->flags & FL_FLY)
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{
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if (!ent->waterlevel)
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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{
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return false;
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}
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}
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}
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// swim monsters don't exit water voluntarily
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/* swim monsters don't exit water voluntarily */
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if (ent->flags & FL_SWIM)
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{
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if (ent->waterlevel < 2)
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (!(contents & MASK_WATER))
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{
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return false;
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}
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}
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}
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if (trace.fraction == 1)
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{
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VectorCopy (trace.endpos, ent->s.origin);
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VectorCopy(trace.endpos, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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gi.linkentity(ent);
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G_TouchTriggers(ent);
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}
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return true;
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}
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if (!ent->enemy)
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{
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break;
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}
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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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/* push down from a step height above the wished position */
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if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
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{
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stepsize = STEPSIZE;
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}
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else
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{
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stepsize = 1;
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}
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neworg[2] += stepsize;
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VectorCopy (neworg, end);
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end[2] -= stepsize*2;
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VectorCopy(neworg, end);
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end[2] -= stepsize * 2;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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trace = gi.trace(neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.allsolid)
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{
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return false;
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}
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if (trace.startsolid)
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{
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neworg[2] -= stepsize;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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trace = gi.trace(neworg, ent->mins, ent->maxs, end,
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ent, MASK_MONSTERSOLID);
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if (trace.allsolid || trace.startsolid)
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{
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return false;
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}
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}
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// don't go in to water
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/* don't go in to water */
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if (ent->waterlevel == 0)
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{
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test[0] = trace.endpos[0];
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@ -236,72 +296,76 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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{
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return false;
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}
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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 ( ent->flags & FL_PARTIALGROUND )
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/* if monster had the ground pulled out, go ahead and fall */
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if (ent->flags & FL_PARTIALGROUND)
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{
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VectorAdd (ent->s.origin, move, ent->s.origin);
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VectorAdd(ent->s.origin, move, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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gi.linkentity(ent);
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G_TouchTriggers(ent);
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}
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ent->groundentity = NULL;
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return true;
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}
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return false; // walked off an edge
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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->s.origin);
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/* check point traces down for dangling corners */
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VectorCopy(trace.endpos, ent->s.origin);
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if (!M_CheckBottom (ent))
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if (!M_CheckBottom(ent))
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{
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if ( ent->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 (ent->flags & FL_PARTIALGROUND)
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{
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/* entity had floor mostly pulled out
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from underneath it and is trying to
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correct */
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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gi.linkentity(ent);
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G_TouchTriggers(ent);
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}
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return true;
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}
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VectorCopy (oldorg, ent->s.origin);
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VectorCopy(oldorg, ent->s.origin);
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return false;
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}
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if ( ent->flags & FL_PARTIALGROUND )
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if (ent->flags & FL_PARTIALGROUND)
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{
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ent->flags &= ~FL_PARTIALGROUND;
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}
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ent->groundentity = trace.ent;
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ent->groundentity_linkcount = trace.ent->linkcount;
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// the move is ok
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/* the move is ok */
|
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if (relink)
|
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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gi.linkentity(ent);
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G_TouchTriggers(ent);
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}
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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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===============
|
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M_ChangeYaw
|
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|
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===============
|
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*/
|
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void M_ChangeYaw (edict_t *ent)
|
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void
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M_ChangeYaw(edict_t *ent)
|
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{
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float ideal;
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float current;
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|
@ -312,244 +376,282 @@ void M_ChangeYaw (edict_t *ent)
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ideal = ent->ideal_yaw;
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|
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if (current == ideal)
|
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{
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return;
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}
|
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move = ideal - current;
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speed = ent->yaw_speed;
|
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|
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if (ideal > current)
|
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{
|
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if (move >= 180)
|
||||
{
|
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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);
|
||||
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)
|
||||
* 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);
|
||||
M_ChangeYaw(ent);
|
||||
|
||||
yaw = yaw*M_PI*2 / 360;
|
||||
move[0] = cos(yaw)*dist;
|
||||
move[1] = sin(yaw)*dist;
|
||||
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))
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
return true;
|
||||
}
|
||||
gi.linkentity (ent);
|
||||
G_TouchTriggers (ent);
|
||||
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
SV_FixCheckBottom
|
||||
|
||||
======================
|
||||
*/
|
||||
void SV_FixCheckBottom (edict_t *ent)
|
||||
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)
|
||||
|
||||
void
|
||||
SV_NewChaseDir(edict_t *actor, edict_t *enemy, float dist)
|
||||
{
|
||||
float deltax,deltay;
|
||||
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 );
|
||||
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 (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;
|
||||
tdir = d[2] == 90 ? 45 : 315;
|
||||
}
|
||||
else
|
||||
{
|
||||
tdir = d[2] == 90 ? 135 : 215;
|
||||
}
|
||||
|
||||
if (d[1]!=DI_NODIR && d[1]!=turnaround
|
||||
&& SV_StepDirection(actor, d[1], dist))
|
||||
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
||||
&& SV_StepDirection(actor, d[2], dist))
|
||||
/* 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*/
|
||||
if ((olddir != DI_NODIR) && SV_StepDirection(actor, olddir, dist))
|
||||
{
|
||||
for (tdir=0 ; tdir<=315 ; tdir += 45)
|
||||
if (tdir!=turnaround && SV_StepDirection(actor, tdir, 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) )
|
||||
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;
|
||||
}
|
||||
|
||||
if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
|
||||
return;
|
||||
actor->ideal_yaw = olddir; /* can't move */
|
||||
|
||||
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);
|
||||
/* 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)
|
||||
qboolean
|
||||
SV_CloseEnough(edict_t *ent, edict_t *goal, float dist)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i=0 ; i<3 ; 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;
|
||||
}
|
||||
|
||||
if (goal->absmax[i] < ent->absmin[i] - dist)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
M_MoveToGoal
|
||||
======================
|
||||
*/
|
||||
void M_MoveToGoal (edict_t *ent, float dist)
|
||||
void
|
||||
M_MoveToGoal(edict_t *ent, float dist)
|
||||
{
|
||||
edict_t *goal;
|
||||
|
||||
goal = ent->goalentity;
|
||||
|
||||
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
||||
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) )
|
||||
/* 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))
|
||||
/* bump around... */
|
||||
if (((rand() & 3) == 1) || !SV_StepDirection(ent, ent->ideal_yaw, dist))
|
||||
{
|
||||
if (ent->inuse)
|
||||
SV_NewChaseDir (ent, goal, dist);
|
||||
{
|
||||
SV_NewChaseDir(ent, goal, dist);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
M_walkmove
|
||||
===============
|
||||
*/
|
||||
qboolean M_walkmove (edict_t *ent, float yaw, float dist)
|
||||
qboolean
|
||||
M_walkmove(edict_t *ent, float yaw, float dist)
|
||||
{
|
||||
vec3_t move;
|
||||
|
||||
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
||||
if (!ent->groundentity && !(ent->flags & (FL_FLY | FL_SWIM)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
yaw = yaw*M_PI*2 / 360;
|
||||
yaw = yaw * M_PI * 2 / 360;
|
||||
|
||||
move[0] = cos(yaw)*dist;
|
||||
move[1] = sin(yaw)*dist;
|
||||
move[0] = cos(yaw) * dist;
|
||||
move[1] = sin(yaw) * dist;
|
||||
move[2] = 0;
|
||||
|
||||
return SV_movestep(ent, move, true);
|
||||
|
|
|
@ -1,25 +1,28 @@
|
|||
/*
|
||||
Copyright (C) 1997-2001 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.
|
||||
|
||||
*/
|
||||
// G:\quake2\baseq2\models/player_x/frames
|
||||
|
||||
// This file generated by qdata - Do NOT Modify
|
||||
* Copyright (C) 1997-2001 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.
|
||||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Player (the arm and the weapons) animation.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
||||
#define FRAME_stand01 0
|
||||
#define FRAME_stand02 1
|
||||
|
@ -222,4 +225,3 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
#define MODEL_SCALE 1.000000
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue