Reformat move.c and player.h

This commit is contained in:
Yamagi Burmeister 2011-10-15 09:14:06 +00:00
parent 55c85f474e
commit ad679e33b2
2 changed files with 601 additions and 497 deletions

View file

@ -1,115 +1,134 @@
/*
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.
*/
// m_move.c -- monster movement
* 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.
*
* =======================================================================
*
* Monster movement support functions. While unused by the CTF code
* these functions must be here since they're referenced at several
* points inside the game.so.
*
* =======================================================================
*/
#include "../header/local.h"
#define STEPSIZE 18
/*
=============
M_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
* Returns false if any part of the bottom of
* the entity is off an edge that is not a staircase.
*/
int c_yes, c_no;
qboolean M_CheckBottom (edict_t *ent)
qboolean
M_CheckBottom(edict_t *ent)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd (ent->s.origin, ent->mins, mins);
VectorAdd (ent->s.origin, ent->maxs, maxs);
VectorAdd(ent->s.origin, ent->mins, mins);
VectorAdd(ent->s.origin, ent->maxs, maxs);
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
// the corners must be within 16 of the midpoint
/* if all of the points under the corners are
solid world, don't bother with the tougher
checks the corners must be within 16 of the
midpoint */
start[2] = mins[2] - 1;
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
for (x = 0; x <= 1; x++)
{
for (y = 0; y <= 1; y++)
{
start[0] = x ? maxs[0] : mins[0];
start[1] = y ? maxs[1] : mins[1];
if (gi.pointcontents (start) != CONTENTS_SOLID)
if (gi.pointcontents(start) != CONTENTS_SOLID)
{
goto realcheck;
}
}
}
c_yes++;
return true; // we got out easy
return true; /* we got out easy */
realcheck:
c_no++;
//
// check it for real...
//
/* check it for real... */
start[2] = mins[2];
// the midpoint must be within 16 of the bottom
start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
stop[2] = start[2] - 2*STEPSIZE;
trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
/* the midpoint must be within 16 of the bottom */
start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5;
start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5;
stop[2] = start[2] - 2 * STEPSIZE;
trace = gi.trace(start, vec3_origin, vec3_origin,
stop, ent, MASK_MONSTERSOLID);
if (trace.fraction == 1.0)
{
return false;
}
mid = bottom = trace.endpos[2];
// the corners must be within 16 of the midpoint
for (x=0 ; x<=1 ; x++)
for (y=0 ; y<=1 ; y++)
/* the corners must be within 16 of the midpoint */
for (x = 0; x <= 1; x++)
{
for (y = 0; y <= 1; y++)
{
start[0] = stop[0] = x ? maxs[0] : mins[0];
start[1] = stop[1] = y ? maxs[1] : mins[1];
trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
trace = gi.trace(start, vec3_origin, vec3_origin,
stop, ent, MASK_MONSTERSOLID);
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
if ((trace.fraction != 1.0) && (trace.endpos[2] > bottom))
{
bottom = trace.endpos[2];
if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
}
if ((trace.fraction == 1.0) || (mid - trace.endpos[2] > STEPSIZE))
{
return false;
}
}
}
c_yes++;
return true;
}
/*
=============
SV_movestep
Called by monster program code.
The move will be adjusted for slopes and stairs, but if the move isn't
possible, no move is done, false is returned, and
pr_global_struct->trace_normal is set to the normal of the blocking wall
=============
*/
//FIXME since we need to test end position contents here, can we avoid doing
//it again later in catagorize position?
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
* Called by monster program code.
* The move will be adjusted for
* slopes and stairs, but if the move
* isn't possible, no move is done,
* false is returned, and
* pr_global_struct->trace_normal
* is set to the normal of the
* blocking wall
*/
qboolean
SV_movestep(edict_t *ent, vec3_t move, qboolean relink)
{
float dz;
vec3_t oldorg, neworg, end;
@ -119,45 +138,67 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
vec3_t test;
int contents;
// try the move
VectorCopy (ent->s.origin, oldorg);
VectorAdd (ent->s.origin, move, neworg);
/* try the move */
VectorCopy(ent->s.origin, oldorg);
VectorAdd(ent->s.origin, move, neworg);
// flying monsters don't step up
if ( ent->flags & (FL_SWIM | FL_FLY) )
/* flying monsters don't step up */
if (ent->flags & (FL_SWIM | FL_FLY))
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
/* try one move with vertical motion, then one without */
for (i = 0; i < 2; i++)
{
VectorAdd (ent->s.origin, move, neworg);
if (i == 0 && ent->enemy)
VectorAdd(ent->s.origin, move, neworg);
if ((i == 0) && ent->enemy)
{
if (!ent->goalentity)
{
ent->goalentity = ent->enemy;
}
dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
if (ent->goalentity->client)
{
if (dz > 40)
{
neworg[2] -= 8;
}
if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
{
if (dz < 30)
{
neworg[2] += 8;
}
}
}
else
{
if (dz > 8)
{
neworg[2] -= 8;
}
else if (dz > 0)
{
neworg[2] -= dz;
}
else if (dz < -8)
{
neworg[2] += 8;
}
else
{
neworg[2] += dz;
}
}
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
}
// fly monsters don't enter water voluntarily
trace = gi.trace(ent->s.origin, ent->mins, ent->maxs,
neworg, ent, MASK_MONSTERSOLID);
/* fly monsters don't enter water voluntarily */
if (ent->flags & FL_FLY)
{
if (!ent->waterlevel)
@ -166,12 +207,15 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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
/* swim monsters don't exit water voluntarily */
if (ent->flags & FL_SWIM)
{
if (ent->waterlevel < 2)
@ -180,54 +224,70 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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);
VectorCopy(trace.endpos, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
if (!ent->enemy)
{
break;
}
}
return false;
}
// push down from a step height above the wished position
/* push down from a step height above the wished position */
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
{
stepsize = STEPSIZE;
}
else
{
stepsize = 1;
}
neworg[2] += stepsize;
VectorCopy (neworg, end);
end[2] -= stepsize*2;
VectorCopy(neworg, end);
end[2] -= stepsize * 2;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
trace = gi.trace(neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid)
{
return false;
}
if (trace.startsolid)
{
neworg[2] -= stepsize;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
trace = gi.trace(neworg, ent->mins, ent->maxs, end,
ent, MASK_MONSTERSOLID);
if (trace.allsolid || trace.startsolid)
{
return false;
}
}
// don't go in to water
/* don't go in to water */
if (ent->waterlevel == 0)
{
test[0] = trace.endpos[0];
@ -236,72 +296,76 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
{
return false;
}
}
if (trace.fraction == 1)
{
// if monster had the ground pulled out, go ahead and fall
if ( ent->flags & FL_PARTIALGROUND )
/* if monster had the ground pulled out, go ahead and fall */
if (ent->flags & FL_PARTIALGROUND)
{
VectorAdd (ent->s.origin, move, ent->s.origin);
VectorAdd(ent->s.origin, move, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
gi.linkentity(ent);
G_TouchTriggers(ent);
}
ent->groundentity = NULL;
return true;
}
return false; // walked off an edge
return false; /* walked off an edge */
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->s.origin);
/* check point traces down for dangling corners */
VectorCopy(trace.endpos, ent->s.origin);
if (!M_CheckBottom (ent))
if (!M_CheckBottom(ent))
{
if ( ent->flags & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
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);
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
VectorCopy (oldorg, ent->s.origin);
VectorCopy(oldorg, ent->s.origin);
return false;
}
if ( ent->flags & FL_PARTIALGROUND )
if (ent->flags & FL_PARTIALGROUND)
{
ent->flags &= ~FL_PARTIALGROUND;
}
ent->groundentity = trace.ent;
ent->groundentity_linkcount = trace.ent->linkcount;
// the move is ok
/* the move is ok */
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
gi.linkentity(ent);
G_TouchTriggers(ent);
}
return true;
}
/* ============================================================================ */
//============================================================================
/*
===============
M_ChangeYaw
===============
*/
void M_ChangeYaw (edict_t *ent)
void
M_ChangeYaw(edict_t *ent)
{
float ideal;
float current;
@ -312,244 +376,282 @@ void M_ChangeYaw (edict_t *ent)
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);
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);

View file

@ -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