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Cleanup move.c and add sanity checks
This commit is contained in:
parent
18b1ea93c9
commit
9050175fbb
2 changed files with 418 additions and 273 deletions
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@ -1,173 +1,224 @@
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// m_move.c -- monster movement
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#include "../../header/local.h"
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#include "../../header/local.h"
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#define STEPSIZE 18
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#define DI_NODIR -1
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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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int c_yes, c_no;
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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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* Returns false if any part of the bottom
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* of the entity is off an edge that is not
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* a staircase.
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*/
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qboolean
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M_CheckBottom(edict_t *ent)
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{
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{
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vec3_t mins, maxs, start, stop;
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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trace_t trace;
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int x, y;
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int x, y;
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float mid, bottom;
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float mid, bottom;
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VectorAdd (ent->s.origin, ent->mins, mins);
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if (!ent)
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VectorAdd (ent->s.origin, ent->maxs, maxs);
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{
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return false;
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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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// if all of the points under the corners are solid world, don't bother
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/* if all of the points under the corners are solid
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// with the tougher checks
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world, don't bother with the tougher checks
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// the corners must be within 16 of the midpoint
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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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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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{
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start[0] = x ? maxs[0] : mins[0];
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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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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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goto realcheck;
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}
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}
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}
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}
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c_yes++;
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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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realcheck:
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c_no++;
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c_no++;
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//
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// check it for real...
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/* check it for real... */
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//
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start[2] = mins[2];
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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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/* 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[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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start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5;
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stop[2] = start[2] - 2*STEPSIZE;
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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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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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if (trace.fraction == 1.0)
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{
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return false;
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return false;
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}
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mid = bottom = trace.endpos[2];
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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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/* the corners must be within 16 of the midpoint */
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for (x=0 ; x<=1 ; x++)
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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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for (y = 0; y <= 1; y++)
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{
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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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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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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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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return false;
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}
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}
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}
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}
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c_yes++;
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c_yes++;
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return true;
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return true;
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}
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}
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/*
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/*
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=============
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* Called by monster program code.
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SV_movestep
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* The move will be adjusted for slopes
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* and stairs, but if the move isn't
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Called by monster program code.
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* possible, no move is done, false is
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The move will be adjusted for slopes and stairs, but if the move isn't
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* returned, and pr_global_struct->trace_normal
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possible, no move is done, false is returned, and
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* is set to the normal of the blocking wall
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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*/
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=============
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qboolean
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*/
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SV_movestep(edict_t *ent, vec3_t move, qboolean relink)
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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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{
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float dz;
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float dz;
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vec3_t oldorg, neworg, end;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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trace_t trace;
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int i;
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int i;
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float stepsize;
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float stepsize;
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vec3_t test;
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vec3_t test;
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int contents;
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int contents;
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// try the move
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if (!ent)
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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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{
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// try one move with vertical motion, then one without
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return false;
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for (i=0 ; i<2 ; i++)
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}
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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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{
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VectorAdd (ent->s.origin, move, neworg);
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VectorAdd(ent->s.origin, move, neworg);
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if (i == 0 && ent->enemy)
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if ((i == 0) && ent->enemy)
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{
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{
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if (!ent->goalentity)
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if (!ent->goalentity)
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{
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ent->goalentity = ent->enemy;
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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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dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
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if (ent->goalentity->client)
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if (ent->goalentity->client)
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{
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{
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if (dz > 40)
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if (dz > 40)
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{
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neworg[2] -= 8;
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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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if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
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{
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if (dz < 30)
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if (dz < 30)
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{
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neworg[2] += 8;
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neworg[2] += 8;
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}
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}
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}
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}
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else
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else
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{
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{
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// RAFAEL
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if (strcmp(ent->classname, "monster_fixbot") == 0)
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if (strcmp (ent->classname , "monster_fixbot") == 0)
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{
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{
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if (ent->s.frame >= 105 && ent->s.frame <= 120)
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if ((ent->s.frame >= 105) && (ent->s.frame <= 120))
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{
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{
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if (dz > 12)
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if (dz > 12)
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neworg[2] --;
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{
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neworg[2]--;
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}
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else if (dz < -12)
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else if (dz < -12)
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neworg[2] ++;
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{
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neworg[2]++;
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}
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}
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}
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else if (ent->s.frame >= 31 && ent->s.frame <= 88)
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else if ((ent->s.frame >= 31) && (ent->s.frame <= 88))
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{
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{
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if (dz > 12)
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if (dz > 12)
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{
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neworg[2] -= 12;
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neworg[2] -= 12;
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}
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else if (dz < -12)
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else if (dz < -12)
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{
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neworg[2] += 12;
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neworg[2] += 12;
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}
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}
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}
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else
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else
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{
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{
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if (dz > 12)
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if (dz > 12)
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{
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neworg[2] -= 8;
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neworg[2] -= 8;
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}
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else if (dz < -12)
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else if (dz < -12)
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{
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neworg[2] += 8;
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neworg[2] += 8;
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}
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}
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}
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}
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}
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// RAFAEL ( else )
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else
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else
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{
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{
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if (dz > 8)
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if (dz > 8)
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{
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neworg[2] -= 8;
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neworg[2] -= 8;
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}
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else if (dz > 0)
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else if (dz > 0)
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{
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neworg[2] -= dz;
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neworg[2] -= dz;
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}
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else if (dz < -8)
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else if (dz < -8)
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{
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neworg[2] += 8;
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neworg[2] += 8;
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}
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else
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else
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{
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neworg[2] += dz;
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neworg[2] += dz;
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}
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}
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}
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}
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}
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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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trace = gi.trace(ent->s.origin, ent->mins, ent->maxs,
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// fly monsters don't enter water voluntarily
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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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if (ent->flags & FL_FLY)
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{
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{
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if (!ent->waterlevel)
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if (!ent->waterlevel)
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@ -176,12 +227,15 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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test[1] = trace.endpos[1];
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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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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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if (contents & MASK_WATER)
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{
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return false;
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return false;
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}
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}
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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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if (ent->flags & FL_SWIM)
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{
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{
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if (ent->waterlevel < 2)
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if (ent->waterlevel < 2)
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@ -190,378 +244,469 @@ qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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test[1] = trace.endpos[1];
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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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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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contents = gi.pointcontents(test);
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if (!(contents & MASK_WATER))
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if (!(contents & MASK_WATER))
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{
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return false;
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return false;
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}
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}
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}
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}
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}
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if (trace.fraction == 1)
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if (trace.fraction == 1)
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{
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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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if (relink)
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{
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{
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gi.linkentity (ent);
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gi.linkentity(ent);
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G_TouchTriggers (ent);
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G_TouchTriggers(ent);
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}
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}
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return true;
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return true;
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}
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}
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if (!ent->enemy)
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if (!ent->enemy)
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{
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break;
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break;
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}
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}
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}
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return false;
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return false;
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}
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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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if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
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{
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stepsize = STEPSIZE;
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stepsize = STEPSIZE;
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}
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else
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else
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{
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stepsize = 1;
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stepsize = 1;
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}
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neworg[2] += stepsize;
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neworg[2] += stepsize;
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VectorCopy (neworg, end);
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VectorCopy(neworg, end);
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end[2] -= stepsize*2;
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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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if (trace.allsolid)
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{
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return false;
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return false;
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}
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if (trace.startsolid)
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if (trace.startsolid)
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{
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{
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neworg[2] -= stepsize;
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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,
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end, ent, MASK_MONSTERSOLID);
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if (trace.allsolid || trace.startsolid)
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if (trace.allsolid || trace.startsolid)
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{
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return false;
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return false;
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}
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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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if (ent->waterlevel == 0)
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{
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{
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test[0] = trace.endpos[0];
|
test[0] = trace.endpos[0];
|
||||||
test[1] = trace.endpos[1];
|
test[1] = trace.endpos[1];
|
||||||
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
||||||
contents = gi.pointcontents(test);
|
contents = gi.pointcontents(test);
|
||||||
|
|
||||||
if (contents & MASK_WATER)
|
if (contents & MASK_WATER)
|
||||||
|
{
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (trace.fraction == 1)
|
if (trace.fraction == 1)
|
||||||
{
|
{
|
||||||
// if monster had the ground pulled out, go ahead and fall
|
/* if monster had the ground pulled out, go ahead and fall */
|
||||||
if ( ent->flags & FL_PARTIALGROUND )
|
if (ent->flags & FL_PARTIALGROUND)
|
||||||
{
|
{
|
||||||
VectorAdd (ent->s.origin, move, ent->s.origin);
|
VectorAdd(ent->s.origin, move, ent->s.origin);
|
||||||
|
|
||||||
if (relink)
|
if (relink)
|
||||||
{
|
{
|
||||||
gi.linkentity (ent);
|
gi.linkentity(ent);
|
||||||
G_TouchTriggers (ent);
|
G_TouchTriggers(ent);
|
||||||
}
|
}
|
||||||
|
|
||||||
ent->groundentity = NULL;
|
ent->groundentity = NULL;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
return false; // walked off an edge
|
return false; /* walked off an edge */
|
||||||
}
|
}
|
||||||
|
|
||||||
// check point traces down for dangling corners
|
/* check point traces down for dangling corners */
|
||||||
VectorCopy (trace.endpos, ent->s.origin);
|
VectorCopy(trace.endpos, ent->s.origin);
|
||||||
|
|
||||||
if (!M_CheckBottom (ent))
|
if (!M_CheckBottom(ent))
|
||||||
{
|
{
|
||||||
if ( ent->flags & FL_PARTIALGROUND )
|
if (ent->flags & FL_PARTIALGROUND)
|
||||||
{ // entity had floor mostly pulled out from underneath it
|
{
|
||||||
// and is trying to correct
|
/* entity had floor mostly pulled out
|
||||||
|
from underneath it and is trying to
|
||||||
|
correct */
|
||||||
if (relink)
|
if (relink)
|
||||||
{
|
{
|
||||||
gi.linkentity (ent);
|
gi.linkentity(ent);
|
||||||
G_TouchTriggers (ent);
|
G_TouchTriggers(ent);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
VectorCopy (oldorg, ent->s.origin);
|
|
||||||
|
VectorCopy(oldorg, ent->s.origin);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( ent->flags & FL_PARTIALGROUND )
|
if (ent->flags & FL_PARTIALGROUND)
|
||||||
{
|
{
|
||||||
ent->flags &= ~FL_PARTIALGROUND;
|
ent->flags &= ~FL_PARTIALGROUND;
|
||||||
}
|
}
|
||||||
|
|
||||||
ent->groundentity = trace.ent;
|
ent->groundentity = trace.ent;
|
||||||
ent->groundentity_linkcount = trace.ent->linkcount;
|
ent->groundentity_linkcount = trace.ent->linkcount;
|
||||||
|
|
||||||
// the move is ok
|
/* the move is ok */
|
||||||
if (relink)
|
if (relink)
|
||||||
{
|
{
|
||||||
gi.linkentity (ent);
|
gi.linkentity(ent);
|
||||||
G_TouchTriggers (ent);
|
G_TouchTriggers(ent);
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* ============================================================================ */
|
||||||
|
|
||||||
//============================================================================
|
|
||||||
|
|
||||||
/*
|
void
|
||||||
===============
|
M_ChangeYaw(edict_t *ent)
|
||||||
M_ChangeYaw
|
|
||||||
|
|
||||||
===============
|
|
||||||
*/
|
|
||||||
void M_ChangeYaw (edict_t *ent)
|
|
||||||
{
|
{
|
||||||
float ideal;
|
float ideal;
|
||||||
float current;
|
float current;
|
||||||
float move;
|
float move;
|
||||||
float speed;
|
float speed;
|
||||||
|
|
||||||
|
if (!ent)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
current = anglemod(ent->s.angles[YAW]);
|
current = anglemod(ent->s.angles[YAW]);
|
||||||
ideal = ent->ideal_yaw;
|
ideal = ent->ideal_yaw;
|
||||||
|
|
||||||
if (current == ideal)
|
if (current == ideal)
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
move = ideal - current;
|
move = ideal - current;
|
||||||
speed = ent->yaw_speed;
|
speed = ent->yaw_speed;
|
||||||
|
|
||||||
if (ideal > current)
|
if (ideal > current)
|
||||||
{
|
{
|
||||||
if (move >= 180)
|
if (move >= 180)
|
||||||
|
{
|
||||||
move = move - 360;
|
move = move - 360;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (move <= -180)
|
if (move <= -180)
|
||||||
|
{
|
||||||
move = move + 360;
|
move = move + 360;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (move > 0)
|
if (move > 0)
|
||||||
{
|
{
|
||||||
if (move > speed)
|
if (move > speed)
|
||||||
|
{
|
||||||
move = speed;
|
move = speed;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
if (move < -speed)
|
if (move < -speed)
|
||||||
|
{
|
||||||
move = -speed;
|
move = -speed;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ent->s.angles[YAW] = anglemod (current + move);
|
ent->s.angles[YAW] = anglemod(current + move);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
======================
|
* Turns to the movement direction, and
|
||||||
SV_StepDirection
|
* walks the current distance if facing it.
|
||||||
|
*/
|
||||||
Turns to the movement direction, and walks the current distance if
|
qboolean
|
||||||
facing it.
|
SV_StepDirection(edict_t *ent, float yaw, float dist)
|
||||||
|
|
||||||
======================
|
|
||||||
*/
|
|
||||||
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
|
|
||||||
{
|
{
|
||||||
vec3_t move, oldorigin;
|
vec3_t move, oldorigin;
|
||||||
float delta;
|
float delta;
|
||||||
|
|
||||||
|
if (!ent)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
ent->ideal_yaw = yaw;
|
ent->ideal_yaw = yaw;
|
||||||
M_ChangeYaw (ent);
|
M_ChangeYaw(ent);
|
||||||
|
|
||||||
yaw = yaw*M_PI*2 / 360;
|
yaw = yaw * M_PI * 2 / 360;
|
||||||
move[0] = cos(yaw)*dist;
|
move[0] = cos(yaw) * dist;
|
||||||
move[1] = sin(yaw)*dist;
|
move[1] = sin(yaw) * dist;
|
||||||
move[2] = 0;
|
move[2] = 0;
|
||||||
|
|
||||||
VectorCopy (ent->s.origin, oldorigin);
|
VectorCopy(ent->s.origin, oldorigin);
|
||||||
if (SV_movestep (ent, move, false))
|
|
||||||
|
if (SV_movestep(ent, move, false))
|
||||||
{
|
{
|
||||||
delta = ent->s.angles[YAW] - ent->ideal_yaw;
|
delta = ent->s.angles[YAW] - ent->ideal_yaw;
|
||||||
if (delta > 45 && delta < 315)
|
|
||||||
{ // not turned far enough, so don't take the step
|
if ((delta > 45) && (delta < 315))
|
||||||
VectorCopy (oldorigin, ent->s.origin);
|
{
|
||||||
|
/* 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;
|
return true;
|
||||||
}
|
}
|
||||||
gi.linkentity (ent);
|
|
||||||
G_TouchTriggers (ent);
|
gi.linkentity(ent);
|
||||||
|
G_TouchTriggers(ent);
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
void
|
||||||
======================
|
SV_FixCheckBottom(edict_t *ent)
|
||||||
SV_FixCheckBottom
|
{
|
||||||
|
if (!ent)
|
||||||
======================
|
{
|
||||||
*/
|
return;
|
||||||
void SV_FixCheckBottom (edict_t *ent)
|
}
|
||||||
{
|
|
||||||
ent->flags |= FL_PARTIALGROUND;
|
ent->flags |= FL_PARTIALGROUND;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
SV_NewChaseDir(edict_t *actor, edict_t *enemy, float dist)
|
||||||
/*
|
|
||||||
================
|
|
||||||
SV_NewChaseDir
|
|
||||||
|
|
||||||
================
|
|
||||||
*/
|
|
||||||
#define DI_NODIR -1
|
|
||||||
void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
|
|
||||||
{
|
{
|
||||||
float deltax,deltay;
|
float deltax, deltay;
|
||||||
float d[3];
|
float d[3];
|
||||||
float tdir, olddir, turnaround;
|
float tdir, olddir, turnaround;
|
||||||
|
|
||||||
//FIXME: how did we get here with no enemy
|
if (!actor || !enemy)
|
||||||
if (!enemy)
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
|
if (!enemy)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
olddir = anglemod((int)(actor->ideal_yaw / 45) * 45);
|
||||||
turnaround = anglemod(olddir - 180);
|
turnaround = anglemod(olddir - 180);
|
||||||
|
|
||||||
deltax = enemy->s.origin[0] - actor->s.origin[0];
|
deltax = enemy->s.origin[0] - actor->s.origin[0];
|
||||||
deltay = enemy->s.origin[1] - actor->s.origin[1];
|
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 (deltax > 10)
|
||||||
if (d[1] != DI_NODIR && d[2] != DI_NODIR)
|
{
|
||||||
|
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)
|
if (d[1] == 0)
|
||||||
|
{
|
||||||
tdir = d[2] == 90 ? 45 : 315;
|
tdir = d[2] == 90 ? 45 : 315;
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
tdir = d[2] == 90 ? 135 : 215;
|
tdir = d[2] == 90 ? 135 : 215;
|
||||||
|
}
|
||||||
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
||||||
|
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// try other directions
|
/* try other directions */
|
||||||
if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
|
if (((rand() & 3) & 1) || (abs(deltay) > abs(deltax)))
|
||||||
{
|
{
|
||||||
tdir=d[1];
|
tdir = d[1];
|
||||||
d[1]=d[2];
|
d[1] = d[2];
|
||||||
d[2]=tdir;
|
d[2] = tdir;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (d[1]!=DI_NODIR && d[1]!=turnaround
|
if ((d[1] != DI_NODIR) && (d[1] != turnaround) &&
|
||||||
&& SV_StepDirection(actor, d[1], dist))
|
SV_StepDirection(actor, d[1], dist))
|
||||||
return;
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
if ((d[2] != DI_NODIR) && (d[2] != turnaround) &&
|
||||||
&& SV_StepDirection(actor, d[2], dist))
|
SV_StepDirection(actor, d[2], dist))
|
||||||
return;
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
/* there is no direct path to the player, so pick another direction */
|
/* there is no direct path to the player, so pick another direction */
|
||||||
|
if ((olddir != DI_NODIR) && SV_StepDirection(actor, olddir, dist))
|
||||||
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)
|
return;
|
||||||
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
|
else
|
||||||
{
|
{
|
||||||
for (tdir=315 ; tdir >=0 ; tdir -= 45)
|
for (tdir = 315; tdir >= 0; tdir -= 45)
|
||||||
if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
|
{
|
||||||
return;
|
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
|
if ((turnaround != DI_NODIR) && SV_StepDirection(actor, turnaround, dist))
|
||||||
return;
|
{
|
||||||
|
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
|
/* if a bridge was pulled out from underneath
|
||||||
// a valid standing position at all
|
a monster, it may not have a valid standing
|
||||||
|
position at all */
|
||||||
if (!M_CheckBottom (actor))
|
if (!M_CheckBottom(actor))
|
||||||
SV_FixCheckBottom (actor);
|
{
|
||||||
|
SV_FixCheckBottom(actor);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
qboolean
|
||||||
======================
|
SV_CloseEnough(edict_t *ent, edict_t *goal, float dist)
|
||||||
SV_CloseEnough
|
|
||||||
|
|
||||||
======================
|
|
||||||
*/
|
|
||||||
qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
|
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
|
|
||||||
for (i=0 ; i<3 ; i++)
|
if (!ent || !goal)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (i = 0; i < 3; i++)
|
||||||
{
|
{
|
||||||
if (goal->absmin[i] > ent->absmax[i] + dist)
|
if (goal->absmin[i] > ent->absmax[i] + dist)
|
||||||
|
{
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
if (goal->absmax[i] < ent->absmin[i] - dist)
|
if (goal->absmax[i] < ent->absmin[i] - dist)
|
||||||
|
{
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
/*
|
M_MoveToGoal(edict_t *ent, float dist)
|
||||||
======================
|
|
||||||
M_MoveToGoal
|
|
||||||
======================
|
|
||||||
*/
|
|
||||||
void M_MoveToGoal (edict_t *ent, float dist)
|
|
||||||
{
|
{
|
||||||
edict_t *goal;
|
edict_t *goal;
|
||||||
|
|
||||||
|
if (!ent)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
goal = ent->goalentity;
|
goal = ent->goalentity;
|
||||||
|
|
||||||
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
if (!ent->groundentity && !(ent->flags & (FL_FLY | FL_SWIM)))
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// if the next step hits the enemy, return immediately
|
/* if the next step hits the enemy, return immediately */
|
||||||
if (ent->enemy && SV_CloseEnough (ent, ent->enemy, dist) )
|
if (ent->enemy && SV_CloseEnough(ent, ent->enemy, dist))
|
||||||
|
{
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
// bump around...
|
/* bump around... */
|
||||||
if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
|
if (((rand() & 3) == 1) || !SV_StepDirection(ent, ent->ideal_yaw, dist))
|
||||||
{
|
{
|
||||||
if (ent->inuse)
|
if (ent->inuse)
|
||||||
SV_NewChaseDir (ent, goal, dist);
|
{
|
||||||
|
SV_NewChaseDir(ent, goal, dist);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
qboolean
|
||||||
/*
|
M_walkmove(edict_t *ent, float yaw, float dist)
|
||||||
===============
|
|
||||||
M_walkmove
|
|
||||||
===============
|
|
||||||
*/
|
|
||||||
qboolean M_walkmove (edict_t *ent, float yaw, float dist)
|
|
||||||
{
|
{
|
||||||
vec3_t move;
|
vec3_t move;
|
||||||
|
|
||||||
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
|
if (!ent)
|
||||||
|
{
|
||||||
return false;
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
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[0] = cos(yaw) * dist;
|
||||||
move[1] = sin(yaw)*dist;
|
move[1] = sin(yaw) * dist;
|
||||||
move[2] = 0;
|
move[2] = 0;
|
||||||
|
|
||||||
return SV_movestep(ent, move, true);
|
return SV_movestep(ent, move, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue