Rework p_trail.c and add sanity checks

This commit is contained in:
Yamagi Burmeister 2011-10-03 09:06:32 +00:00
parent 8c084636f8
commit daaaebe859

View file

@ -1,57 +1,58 @@
/* /*
Copyright (C) 1997-2001 Id Software, Inc. * 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.
*
* =======================================================================
*
* The player trail, used by monsters to locate the player.
*
* =======================================================================
*/
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.
*/
#include "g_local.h" #include "g_local.h"
/* /*
============================================================================== * This is a circular list containing the a list of points of where
* the player has been recently. It is used by monsters for pursuit.
*
* .origin the spot
* .owner forward link
* .aiment backward link
*/
PLAYER TRAIL #define TRAIL_LENGTH 8
#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
edict_t *trail[TRAIL_LENGTH];
int trail_head;
qboolean trail_active = false;
============================================================================== void
PlayerTrail_Init(void)
This is a circular list containing the a list of points of where
the player has been recently. It is used by monsters for pursuit.
.origin the spot
.owner forward link
.aiment backward link
*/
#define TRAIL_LENGTH 8
edict_t *trail[TRAIL_LENGTH];
int trail_head;
qboolean trail_active = false;
#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
void PlayerTrail_Init (void)
{ {
int n; int n;
if (deathmatch->value /* FIXME || coop */) if (deathmatch->value)
{
return; return;
}
for (n = 0; n < TRAIL_LENGTH; n++) for (n = 0; n < TRAIL_LENGTH; n++)
{ {
@ -63,49 +64,64 @@ void PlayerTrail_Init (void)
trail_active = true; trail_active = true;
} }
void
void PlayerTrail_Add (vec3_t spot) PlayerTrail_Add(vec3_t spot)
{ {
vec3_t temp; vec3_t temp;
if (!trail_active) if (!trail_active)
{
return; return;
}
VectorCopy (spot, trail[trail_head]->s.origin); VectorCopy(spot, trail[trail_head]->s.origin);
trail[trail_head]->timestamp = level.time; trail[trail_head]->timestamp = level.time;
VectorSubtract (spot, trail[PREV(trail_head)]->s.origin, temp); VectorSubtract(spot, trail[PREV(trail_head)]->s.origin, temp);
trail[trail_head]->s.angles[1] = vectoyaw (temp); trail[trail_head]->s.angles[1] = vectoyaw(temp);
trail_head = NEXT(trail_head); trail_head = NEXT(trail_head);
} }
void
void PlayerTrail_New (vec3_t spot) PlayerTrail_New(vec3_t spot)
{ {
if (!trail_active) if (!trail_active)
{
return; return;
}
PlayerTrail_Init (); PlayerTrail_Init();
PlayerTrail_Add (spot); PlayerTrail_Add(spot);
} }
edict_t *
edict_t *PlayerTrail_PickFirst (edict_t *self) PlayerTrail_PickFirst(edict_t *self)
{ {
int marker; int marker;
int n; int n;
if (!trail_active) if (!self)
{
return NULL; return NULL;
}
if (!trail_active)
{
return NULL;
}
for (marker = trail_head, n = TRAIL_LENGTH; n; n--) for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
{ {
if(trail[marker]->timestamp <= self->monsterinfo.trail_time) if (trail[marker]->timestamp <= self->monsterinfo.trail_time)
{
marker = NEXT(marker); marker = NEXT(marker);
}
else else
{
break; break;
}
} }
if (visible(self, trail[marker])) if (visible(self, trail[marker]))
@ -121,26 +137,39 @@ edict_t *PlayerTrail_PickFirst (edict_t *self)
return trail[marker]; return trail[marker];
} }
edict_t *PlayerTrail_PickNext (edict_t *self) edict_t *
PlayerTrail_PickNext(edict_t *self)
{ {
int marker; int marker;
int n; int n;
if (!trail_active) if (!self)
{
return NULL; return NULL;
}
if (!trail_active)
{
return NULL;
}
for (marker = trail_head, n = TRAIL_LENGTH; n; n--) for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
{ {
if(trail[marker]->timestamp <= self->monsterinfo.trail_time) if (trail[marker]->timestamp <= self->monsterinfo.trail_time)
{
marker = NEXT(marker); marker = NEXT(marker);
}
else else
{
break; break;
}
} }
return trail[marker]; return trail[marker];
} }
edict_t *PlayerTrail_LastSpot (void) edict_t *
PlayerTrail_LastSpot(void)
{ {
return trail[PREV(trail_head)]; return trail[PREV(trail_head)];
} }