yquake2remaster/original/ctf/monster/move.c

659 lines
12 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Monster movement support functions. While unused by the CTF code
* these functions must be here since they're referenced at several
* points inside the game.so.
*
* =======================================================================
*/
#include "../header/local.h"
#define STEPSIZE 18
/*
* Returns false if any part of the bottom of
* the entity is off an edge that is not a staircase.
*/
int c_yes, c_no;
qboolean
M_CheckBottom(edict_t *ent)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd(ent->s.origin, ent->mins, mins);
VectorAdd(ent->s.origin, ent->maxs, maxs);
/* if all of the points under the corners are
solid world, don't bother with the tougher
checks the corners must be within 16 of the
midpoint */
start[2] = mins[2] - 1;
for (x = 0; x <= 1; x++)
{
for (y = 0; y <= 1; y++)
{
start[0] = x ? maxs[0] : mins[0];
start[1] = y ? maxs[1] : mins[1];
if (gi.pointcontents(start) != CONTENTS_SOLID)
{
goto realcheck;
}
}
}
c_yes++;
return true; /* we got out easy */
realcheck:
c_no++;
/* check it for real... */
start[2] = mins[2];
/* the midpoint must be within 16 of the bottom */
start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5;
start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5;
stop[2] = start[2] - 2 * STEPSIZE;
trace = gi.trace(start, vec3_origin, vec3_origin,
stop, ent, MASK_MONSTERSOLID);
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);
}