mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-10 07:12:07 +00:00
game: sync ctf moster move code
This commit is contained in:
parent
d8b8a78d37
commit
59e3207bed
15 changed files with 206 additions and 682 deletions
3
Makefile
3
Makefile
|
@ -1465,6 +1465,7 @@ CTF_OBJS_ = \
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src/common/shared/flash.o \
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src/common/shared/rand.o \
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src/common/shared/shared.o \
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src/game/g_newai.o \
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src/ctf/g_ai.o \
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src/ctf/g_chase.o \
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src/ctf/g_cmds.o \
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@ -1484,7 +1485,7 @@ CTF_OBJS_ = \
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src/ctf/g_utils.o \
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src/ctf/g_weapon.o \
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src/ctf/menu/menu.o \
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src/ctf/monster/move.o \
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src/game/monster/misc/move.o \
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src/ctf/player/client.o \
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src/ctf/player/hud.o \
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src/ctf/player/trail.o \
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) ZeniMax Media 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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@ -25,7 +26,7 @@
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*/
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#include "header/local.h"
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#include "monster/player.h"
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#include "monster/misc/player.h"
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gitem_t *CTFWhat_Tech(edict_t *ent);
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@ -36,6 +37,11 @@ ClientTeam(edict_t *ent, char* value)
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value[0] = 0;
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if (!ent)
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{
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return value;
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}
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if (!ent->client)
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{
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return value;
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@ -64,6 +70,11 @@ OnSameTeam(edict_t *ent1, edict_t *ent2)
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char ent1Team[512];
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char ent2Team[512];
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if (!ent1 || !ent2)
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{
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return false;
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}
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if (!((int)(dmflags->value) & (DF_MODELTEAMS | DF_SKINTEAMS)))
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{
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return false;
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@ -87,6 +98,11 @@ SelectNextItem(edict_t *ent, int itflags)
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int i, index;
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gitem_t *it;
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if (!ent)
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{
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return;
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}
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cl = ent->client;
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if (cl->menu)
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@ -136,6 +152,11 @@ SelectPrevItem(edict_t *ent, int itflags)
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int i, index;
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gitem_t *it;
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if (!ent)
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{
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return;
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}
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cl = ent->client;
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if (cl->menu)
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@ -149,7 +170,7 @@ SelectPrevItem(edict_t *ent, int itflags)
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return;
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}
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/* scan for the next valid one */
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/* scan for the next valid one */
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for (i = 1; i <= MAX_ITEMS; i++)
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{
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index = (cl->pers.selected_item + MAX_ITEMS - i) % MAX_ITEMS;
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@ -183,6 +204,11 @@ ValidateSelectedItem(edict_t *ent)
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{
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gclient_t *cl;
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if (!ent)
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{
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return;
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}
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cl = ent->client;
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if (cl->pers.inventory[cl->pers.selected_item])
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@ -208,9 +234,14 @@ Cmd_Give_f(edict_t *ent)
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qboolean give_all;
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edict_t *it_ent;
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if (deathmatch->value && !sv_cheats->value)
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if (!ent)
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{
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gi.cprintf( ent, PRINT_HIGH,
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return;
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}
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if ((deathmatch->value || coop->value) && !sv_cheats->value)
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{
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gi.cprintf(ent, PRINT_HIGH,
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"You must run the server with '+set cheats 1' to enable this command.\n");
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return;
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}
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@ -230,8 +261,8 @@ Cmd_Give_f(edict_t *ent)
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{
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if (gi.argc() == 3)
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{
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ent->health = atoi(gi.argv(2));
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ent->health = ent->health < 1 ? 1 : ent->health;
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ent->health = (int)strtol(gi.argv(2), (char **)NULL, 10);
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ent->health = ent->health < 1 ? 1 : ent->health;
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}
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else
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{
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@ -344,6 +375,11 @@ Cmd_Give_f(edict_t *ent)
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continue;
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}
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if (it->flags & IT_NOT_GIVEABLE)
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{
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continue;
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}
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if (it->flags & (IT_ARMOR | IT_WEAPON | IT_AMMO))
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{
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continue;
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@ -375,13 +411,19 @@ Cmd_Give_f(edict_t *ent)
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return;
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}
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if (it->flags & IT_NOT_GIVEABLE)
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{
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gi.dprintf("item cannot be given\n");
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return;
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}
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index = ITEM_INDEX(it);
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if (it->flags & IT_AMMO)
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{
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if (gi.argc() == 3)
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{
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ent->client->pers.inventory[index] = atoi(gi.argv(2));
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ent->client->pers.inventory[index] = (int)strtol(gi.argv(2), (char **)NULL, 10);
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}
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else
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{
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@ -393,6 +435,13 @@ Cmd_Give_f(edict_t *ent)
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it_ent = G_Spawn();
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it_ent->classname = it->classname;
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SpawnItem(it_ent, it);
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/* since some items don't actually spawn when you say to .. */
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if (!it_ent->inuse)
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{
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return;
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}
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Touch_Item(it_ent, ent, NULL, NULL);
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if (it_ent->inuse)
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@ -410,9 +459,14 @@ Cmd_God_f(edict_t *ent)
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{
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char *msg;
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if (deathmatch->value && !sv_cheats->value)
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if (!ent)
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{
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gi.cprintf( ent, PRINT_HIGH,
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return;
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}
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if ((deathmatch->value || coop->value) && !sv_cheats->value)
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{
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gi.cprintf(ent, PRINT_HIGH,
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"You must run the server with '+set cheats 1' to enable this command.\n");
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return;
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}
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@ -439,6 +493,11 @@ Cmd_Notarget_f(edict_t *ent)
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{
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char *msg;
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if (!ent)
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{
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return;
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}
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if (deathmatch->value && !sv_cheats->value)
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{
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gi.cprintf( ent, PRINT_HIGH,
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@ -460,6 +519,9 @@ Cmd_Notarget_f(edict_t *ent)
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gi.cprintf(ent, PRINT_HIGH, msg);
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}
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/*
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* argv(0) noclip
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*/
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void
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Cmd_Noclip_f(edict_t *ent)
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{
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@ -1282,4 +1344,3 @@ ClientCommand(edict_t *ent)
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Cmd_Say_f(ent, false, true);
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}
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}
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@ -27,6 +27,25 @@
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#include "header/local.h"
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void M_SetEffects(edict_t *self);
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/*
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* clean up heal targets for medic
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*/
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void
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cleanupHealTarget(edict_t *ent)
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{
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if (!ent)
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{
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return;
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}
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ent->monsterinfo.healer = NULL;
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ent->takedamage = DAMAGE_YES;
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ent->monsterinfo.aiflags &= ~AI_RESURRECTING;
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M_SetEffects(ent);
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}
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/*
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* Returns true if the inflictor can
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* directly damage the target. Used for
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) ZeniMax Media 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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@ -25,7 +26,7 @@
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*/
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#include "header/local.h"
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#include "monster/player.h"
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#include "monster/misc/player.h"
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typedef enum match_s
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{
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@ -889,3 +889,14 @@ swimmonster_start(edict_t *self)
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monster_start(self);
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}
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void
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monster_done_dodge(edict_t *self)
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{
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if (!self)
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{
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return;
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}
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self->monsterinfo.aiflags &= ~AI_DODGING;
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}
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@ -188,6 +188,8 @@ InitGame(void)
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capturelimit = gi.cvar("capturelimit", "0", CVAR_SERVERINFO);
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instantweap = gi.cvar("instantweap", "0", CVAR_SERVERINFO);
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password = gi.cvar("password", "", CVAR_USERINFO);
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spectator_password = gi.cvar("spectator_password", "", CVAR_USERINFO);
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needpass = gi.cvar("needpass", "0", CVAR_SERVERINFO);
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filterban = gi.cvar("filterban", "1", 0);
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g_select_empty = gi.cvar("g_select_empty", "0", CVAR_ARCHIVE);
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run_pitch = gi.cvar("run_pitch", "0.002", 0);
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@ -807,4 +809,3 @@ ReadLevel(const char *filename)
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}
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}
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}
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@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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* Copyright (c) ZeniMax Media 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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@ -22,7 +23,7 @@
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* Misc. utility functions for the game logic.
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*
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* =======================================================================
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*/
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*/
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#include "header/local.h"
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@ -441,11 +442,69 @@ vectoangles(vec3_t value1, vec3_t angles)
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angles[ROLL] = 0;
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}
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void
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vectoangles2(vec3_t value1, vec3_t angles)
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{
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float forward;
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float yaw, pitch;
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if ((value1[1] == 0) && (value1[0] == 0))
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{
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yaw = 0;
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if (value1[2] > 0)
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{
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pitch = 90;
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}
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else
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{
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pitch = 270;
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}
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}
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else
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{
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if (value1[0])
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{
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yaw = (atan2(value1[1], value1[0]) * 180 / M_PI);
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}
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else if (value1[1] > 0)
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{
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yaw = 90;
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}
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else
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{
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yaw = 270;
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}
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if (yaw < 0)
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{
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yaw += 360;
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}
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forward = sqrt(value1[0] * value1[0] + value1[1] * value1[1]);
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pitch = (atan2(value1[2], forward) * 180 / M_PI);
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if (pitch < 0)
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{
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pitch += 360;
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}
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}
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angles[PITCH] = -pitch;
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angles[YAW] = yaw;
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angles[ROLL] = 0;
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}
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char *
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G_CopyString(char *in)
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{
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char *out;
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if (!in)
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{
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return NULL;
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}
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out = gi.TagMalloc(strlen(in) + 1, TAG_LEVEL);
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strcpy(out, in);
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return out;
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@ -454,10 +513,24 @@ G_CopyString(char *in)
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void
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G_InitEdict(edict_t *e)
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{
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if (!e)
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{
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return;
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}
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if (e->nextthink)
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{
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e->nextthink = 0;
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}
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e->inuse = true;
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e->classname = "noclass";
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e->gravity = 1.0;
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e->s.number = e - g_edicts;
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e->gravityVector[0] = 0.0;
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e->gravityVector[1] = 0.0;
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e->gravityVector[2] = -1.0;
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}
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/*
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|
|
|
@ -1,5 +1,6 @@
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/*
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* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
* Copyright (c) ZeniMax Media 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
|
||||
|
@ -224,4 +225,3 @@
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#define FRAME_death308 197
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#define MODEL_SCALE 1.000000
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|
|
@ -1,659 +0,0 @@
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/*
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* 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.
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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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||||
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#include "../header/local.h"
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#define STEPSIZE 18
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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.
|
||||
*/
|
||||
int c_yes, c_no;
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|
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qboolean
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||||
M_CheckBottom(edict_t *ent)
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||||
{
|
||||
vec3_t mins, maxs, start, stop;
|
||||
trace_t trace;
|
||||
int x, y;
|
||||
float mid, bottom;
|
||||
|
||||
VectorAdd(ent->s.origin, ent->mins, mins);
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VectorAdd(ent->s.origin, ent->maxs, maxs);
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||||
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||||
/* if all of the points under the corners are
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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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||||
{
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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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||||
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||||
if (gi.pointcontents(start) != CONTENTS_SOLID)
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||||
{
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||||
goto realcheck;
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||||
}
|
||||
}
|
||||
}
|
||||
|
||||
c_yes++;
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return true; /* we got out easy */
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||||
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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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||||
start[2] = mins[2];
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||||
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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);
|
||||
|
||||
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++)
|
||||
{
|
||||
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);
|
||||
|
||||
if ((trace.fraction != 1.0) && (trace.endpos[2] > bottom))
|
||||
{
|
||||
bottom = trace.endpos[2];
|
||||
}
|
||||
|
||||
if ((trace.fraction == 1.0) || (mid - trace.endpos[2] > STEPSIZE))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
c_yes++;
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
* 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;
|
||||
trace_t trace;
|
||||
int i;
|
||||
float stepsize;
|
||||
vec3_t test;
|
||||
int contents;
|
||||
|
||||
/* 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))
|
||||
{
|
||||
/* 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)
|
||||
{
|
||||
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 */
|
||||
if (ent->flags & FL_FLY)
|
||||
{
|
||||
if (!ent->waterlevel)
|
||||
{
|
||||
test[0] = trace.endpos[0];
|
||||
test[1] = trace.endpos[1];
|
||||
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
||||
contents = gi.pointcontents(test);
|
||||
|
||||
if (contents & MASK_WATER)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* swim monsters don't exit water voluntarily */
|
||||
if (ent->flags & FL_SWIM)
|
||||
{
|
||||
if (ent->waterlevel < 2)
|
||||
{
|
||||
test[0] = trace.endpos[0];
|
||||
test[1] = trace.endpos[1];
|
||||
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
||||
contents = gi.pointcontents(test);
|
||||
|
||||
if (!(contents & MASK_WATER))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (trace.fraction == 1)
|
||||
{
|
||||
VectorCopy(trace.endpos, ent->s.origin);
|
||||
|
||||
if (relink)
|
||||
{
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (!ent->enemy)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* push down from a step height above the wished position */
|
||||
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
|
||||
{
|
||||
stepsize = STEPSIZE;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepsize = 1;
|
||||
}
|
||||
|
||||
neworg[2] += stepsize;
|
||||
VectorCopy(neworg, end);
|
||||
end[2] -= stepsize * 2;
|
||||
|
||||
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);
|
||||
|
||||
if (trace.allsolid || trace.startsolid)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* don't go in to water */
|
||||
if (ent->waterlevel == 0)
|
||||
{
|
||||
test[0] = trace.endpos[0];
|
||||
test[1] = trace.endpos[1];
|
||||
test[2] = trace.endpos[2] + ent->mins[2] + 1;
|
||||
contents = gi.pointcontents(test);
|
||||
|
||||
if (contents & MASK_WATER)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (trace.fraction == 1)
|
||||
{
|
||||
/* if monster had the ground pulled out, go ahead and fall */
|
||||
if (ent->flags & FL_PARTIALGROUND)
|
||||
{
|
||||
VectorAdd(ent->s.origin, move, ent->s.origin);
|
||||
|
||||
if (relink)
|
||||
{
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
}
|
||||
|
||||
ent->groundentity = NULL;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false; /* walked off an edge */
|
||||
}
|
||||
|
||||
/* check point traces down for dangling corners */
|
||||
VectorCopy(trace.endpos, ent->s.origin);
|
||||
|
||||
if (!M_CheckBottom(ent))
|
||||
{
|
||||
if (ent->flags & FL_PARTIALGROUND)
|
||||
{
|
||||
/* entity had floor mostly pulled out
|
||||
from underneath it and is trying to
|
||||
correct */
|
||||
if (relink)
|
||||
{
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
VectorCopy(oldorg, ent->s.origin);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ent->flags & FL_PARTIALGROUND)
|
||||
{
|
||||
ent->flags &= ~FL_PARTIALGROUND;
|
||||
}
|
||||
|
||||
ent->groundentity = trace.ent;
|
||||
ent->groundentity_linkcount = trace.ent->linkcount;
|
||||
|
||||
/* the move is ok */
|
||||
if (relink)
|
||||
{
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* ============================================================================ */
|
||||
|
||||
void
|
||||
M_ChangeYaw(edict_t *ent)
|
||||
{
|
||||
float ideal;
|
||||
float current;
|
||||
float move;
|
||||
float speed;
|
||||
|
||||
current = anglemod(ent->s.angles[YAW]);
|
||||
ideal = ent->ideal_yaw;
|
||||
|
||||
if (current == ideal)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
move = ideal - current;
|
||||
speed = ent->yaw_speed;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
/*
|
||||
* Turns to the movement direction, and
|
||||
* walks the current distance if facing it.
|
||||
*/
|
||||
qboolean
|
||||
SV_StepDirection(edict_t *ent, float yaw, float dist)
|
||||
{
|
||||
vec3_t move, oldorigin;
|
||||
float delta;
|
||||
|
||||
ent->ideal_yaw = yaw;
|
||||
M_ChangeYaw(ent);
|
||||
|
||||
yaw = yaw * M_PI * 2 / 360;
|
||||
move[0] = cos(yaw) * dist;
|
||||
move[1] = sin(yaw) * dist;
|
||||
move[2] = 0;
|
||||
|
||||
VectorCopy(ent->s.origin, oldorigin);
|
||||
|
||||
if (SV_movestep(ent, move, false))
|
||||
{
|
||||
delta = ent->s.angles[YAW] - ent->ideal_yaw;
|
||||
|
||||
if ((delta > 45) && (delta < 315))
|
||||
{
|
||||
/* not turned far enough, so don't take the step */
|
||||
VectorCopy(oldorigin, ent->s.origin);
|
||||
}
|
||||
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
return true;
|
||||
}
|
||||
|
||||
gi.linkentity(ent);
|
||||
G_TouchTriggers(ent);
|
||||
return false;
|
||||
}
|
||||
|
||||
void
|
||||
SV_FixCheckBottom(edict_t *ent)
|
||||
{
|
||||
ent->flags |= FL_PARTIALGROUND;
|
||||
}
|
||||
|
||||
#define DI_NODIR -1
|
||||
|
||||
void
|
||||
SV_NewChaseDir(edict_t *actor, edict_t *enemy, float dist)
|
||||
{
|
||||
float deltax, deltay;
|
||||
float d[3];
|
||||
float tdir, olddir, turnaround;
|
||||
|
||||
if (!enemy)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
olddir = anglemod((int)(actor->ideal_yaw / 45) * 45);
|
||||
turnaround = anglemod(olddir - 180);
|
||||
|
||||
deltax = enemy->s.origin[0] - actor->s.origin[0];
|
||||
deltay = enemy->s.origin[1] - actor->s.origin[1];
|
||||
|
||||
if (deltax > 10)
|
||||
{
|
||||
d[1] = 0;
|
||||
}
|
||||
else if (deltax < -10)
|
||||
{
|
||||
d[1] = 180;
|
||||
}
|
||||
else
|
||||
{
|
||||
d[1] = DI_NODIR;
|
||||
}
|
||||
|
||||
if (deltay < -10)
|
||||
{
|
||||
d[2] = 270;
|
||||
}
|
||||
else if (deltay > 10)
|
||||
{
|
||||
d[2] = 90;
|
||||
}
|
||||
else
|
||||
{
|
||||
d[2] = DI_NODIR;
|
||||
}
|
||||
|
||||
/* try direct route */
|
||||
if ((d[1] != DI_NODIR) && (d[2] != DI_NODIR))
|
||||
{
|
||||
if (d[1] == 0)
|
||||
{
|
||||
tdir = d[2] == 90 ? 45 : 315;
|
||||
}
|
||||
else
|
||||
{
|
||||
tdir = d[2] == 90 ? 135 : 215;
|
||||
}
|
||||
|
||||
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* try other directions */
|
||||
if (((rand() & 3) & 1) || (fabsf(deltay) > fabsf(deltax)))
|
||||
{
|
||||
tdir = d[1];
|
||||
d[1] = d[2];
|
||||
d[2] = tdir;
|
||||
}
|
||||
|
||||
if ((d[1] != DI_NODIR) && (d[1] != turnaround) &&
|
||||
SV_StepDirection(actor, d[1], dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if ((d[2] != DI_NODIR) && (d[2] != turnaround) &&
|
||||
SV_StepDirection(actor, d[2], dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
/* there is no direct path to the player, so pick another direction */
|
||||
if ((olddir != DI_NODIR) && SV_StepDirection(actor, olddir, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (rand() & 1) /*randomly determine direction of search*/
|
||||
{
|
||||
for (tdir = 0; tdir <= 315; tdir += 45)
|
||||
{
|
||||
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (tdir = 315; tdir >= 0; tdir -= 45)
|
||||
{
|
||||
if ((tdir != turnaround) && SV_StepDirection(actor, tdir, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((turnaround != DI_NODIR) && SV_StepDirection(actor, turnaround, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
actor->ideal_yaw = olddir; /* can't move */
|
||||
|
||||
/* if a bridge was pulled out from underneath a
|
||||
monster, it may not have a valid standing
|
||||
position at all */
|
||||
if (!M_CheckBottom(actor))
|
||||
{
|
||||
SV_FixCheckBottom(actor);
|
||||
}
|
||||
}
|
||||
|
||||
qboolean
|
||||
SV_CloseEnough(edict_t *ent, edict_t *goal, float dist)
|
||||
{
|
||||
int i;
|
||||
|
||||
for (i = 0; i < 3; i++)
|
||||
{
|
||||
if (goal->absmin[i] > ent->absmax[i] + dist)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (goal->absmax[i] < ent->absmin[i] - dist)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void
|
||||
M_MoveToGoal(edict_t *ent, float dist)
|
||||
{
|
||||
edict_t *goal;
|
||||
|
||||
goal = ent->goalentity;
|
||||
|
||||
if (!ent->groundentity && !(ent->flags & (FL_FLY | FL_SWIM)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
/* if the next step hits the enemy, return immediately */
|
||||
if (ent->enemy && SV_CloseEnough(ent, ent->enemy, dist))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
/* bump around... */
|
||||
if (((rand() & 3) == 1) || !SV_StepDirection(ent, ent->ideal_yaw, dist))
|
||||
{
|
||||
if (ent->inuse)
|
||||
{
|
||||
SV_NewChaseDir(ent, goal, dist);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
qboolean
|
||||
M_walkmove(edict_t *ent, float yaw, float dist)
|
||||
{
|
||||
vec3_t move;
|
||||
|
||||
if (!ent->groundentity && !(ent->flags & (FL_FLY | FL_SWIM)))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
yaw = yaw * M_PI * 2 / 360;
|
||||
|
||||
move[0] = cos(yaw) * dist;
|
||||
move[1] = sin(yaw) * dist;
|
||||
move[2] = 0;
|
||||
|
||||
return SV_movestep(ent, move, true);
|
||||
}
|
||||
|
|
@ -1,5 +1,6 @@
|
|||
/*
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
* Copyright (c) ZeniMax Media 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
|
||||
|
@ -25,7 +26,7 @@
|
|||
*/
|
||||
|
||||
#include "../header/local.h"
|
||||
#include "../monster/player.h"
|
||||
#include "../monster/misc/player.h"
|
||||
|
||||
void SP_misc_teleporter_dest(edict_t *ent);
|
||||
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
/*
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
* Copyright (c) ZeniMax Media 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
|
||||
|
@ -22,10 +23,10 @@
|
|||
* The "camera" through which the player looks into the game.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
*/
|
||||
|
||||
#include "../header/local.h"
|
||||
#include "../monster/player.h"
|
||||
#include "../monster/misc/player.h"
|
||||
|
||||
static edict_t *current_player;
|
||||
static gclient_t *current_client;
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
/*
|
||||
* Copyright (C) 1997-2001 Id Software, Inc.
|
||||
* Copyright (c) ZeniMax Media 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
|
||||
|
@ -22,10 +23,12 @@
|
|||
* Player weapons.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
*/
|
||||
|
||||
#include "../header/local.h"
|
||||
#include "../monster/player.h"
|
||||
#include "../monster/misc/player.h"
|
||||
#include <limits.h>
|
||||
|
||||
|
||||
static qboolean is_quad;
|
||||
static byte is_silenced;
|
||||
|
@ -40,6 +43,11 @@ P_ProjectSource(edict_t *ent, vec3_t distance,
|
|||
float *point = ent->s.origin;
|
||||
vec3_t _distance;
|
||||
|
||||
if (!client)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy(distance, _distance);
|
||||
|
||||
if (client->pers.hand == LEFT_HANDED)
|
||||
|
|
|
@ -48,7 +48,7 @@ cleanupHealTarget(edict_t *ent)
|
|||
|
||||
/*
|
||||
* Returns true if the inflictor can
|
||||
* directly damage the target. Used for
|
||||
* directly damage the target. Used for
|
||||
* explosions and melee attacks.
|
||||
*/
|
||||
qboolean
|
||||
|
|
|
@ -20,7 +20,9 @@
|
|||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* Monster movement support functions.
|
||||
* 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.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
|
|
@ -22,7 +22,9 @@
|
|||
*
|
||||
* =======================================================================
|
||||
*
|
||||
* The savegame system.
|
||||
* The savegame system. Unused by the CTF game but nevertheless called
|
||||
* during game initialization. Therefor no new savegame code ist
|
||||
* imported.
|
||||
*
|
||||
* =======================================================================
|
||||
*/
|
||||
|
@ -232,6 +234,8 @@ InitGame(void)
|
|||
dmflags = gi.cvar("dmflags", "0", CVAR_SERVERINFO);
|
||||
fraglimit = gi.cvar("fraglimit", "0", CVAR_SERVERINFO);
|
||||
timelimit = gi.cvar("timelimit", "0", CVAR_SERVERINFO);
|
||||
capturelimit = gi.cvar("capturelimit", "0", CVAR_SERVERINFO);
|
||||
instantweap = gi.cvar("instantweap", "0", CVAR_SERVERINFO);
|
||||
password = gi.cvar("password", "", CVAR_USERINFO);
|
||||
spectator_password = gi.cvar("spectator_password", "", CVAR_USERINFO);
|
||||
needpass = gi.cvar("needpass", "0", CVAR_SERVERINFO);
|
||||
|
|
Loading…
Reference in a new issue