0,0 → 1,427 |
/* |
Copyright (C) 1996-1997 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. |
|
*/ |
// sv_move.c -- monster movement |
|
#include "quakedef.h" |
|
#define STEPSIZE 18 |
|
/* |
============= |
SV_CheckBottom |
|
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 SV_CheckBottom (edict_t *ent) |
{ |
vec3_t mins, maxs, start, stop; |
trace_t trace; |
int x, y; |
float mid, bottom; |
|
VectorAdd (ent->v.origin, ent->v.mins, mins); |
VectorAdd (ent->v.origin, ent->v.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 (SV_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 = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent); |
|
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 = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent); |
|
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; |
} |
|
|
/* |
============= |
SV_movestep |
|
Called by monster program code. |
The move will be adjusted for slopes and stairs, but if the move isn't |
possible, no move is done, false is returned, and |
pr_global_struct->trace_normal is set to the normal of the blocking wall |
============= |
*/ |
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink) |
{ |
float dz; |
vec3_t oldorg, neworg, end; |
trace_t trace; |
int i; |
edict_t *enemy; |
|
// try the move |
VectorCopy (ent->v.origin, oldorg); |
VectorAdd (ent->v.origin, move, neworg); |
|
// flying monsters don't step up |
if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) ) |
{ |
// try one move with vertical motion, then one without |
for (i=0 ; i<2 ; i++) |
{ |
VectorAdd (ent->v.origin, move, neworg); |
enemy = PROG_TO_EDICT(ent->v.enemy); |
if (i == 0 && enemy != sv.edicts) |
{ |
dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2]; |
if (dz > 40) |
neworg[2] -= 8; |
if (dz < 30) |
neworg[2] += 8; |
} |
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent); |
|
if (trace.fraction == 1) |
{ |
if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY ) |
return false; // swim monster left water |
|
VectorCopy (trace.endpos, ent->v.origin); |
if (relink) |
SV_LinkEdict (ent, true); |
return true; |
} |
|
if (enemy == sv.edicts) |
break; |
} |
|
return false; |
} |
|
// push down from a step height above the wished position |
neworg[2] += STEPSIZE; |
VectorCopy (neworg, end); |
end[2] -= STEPSIZE*2; |
|
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent); |
|
if (trace.allsolid) |
return false; |
|
if (trace.startsolid) |
{ |
neworg[2] -= STEPSIZE; |
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent); |
if (trace.allsolid || trace.startsolid) |
return false; |
} |
if (trace.fraction == 1) |
{ |
// if monster had the ground pulled out, go ahead and fall |
if ( (int)ent->v.flags & FL_PARTIALGROUND ) |
{ |
VectorAdd (ent->v.origin, move, ent->v.origin); |
if (relink) |
SV_LinkEdict (ent, true); |
ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND; |
// Con_Printf ("fall down\n"); |
return true; |
} |
|
return false; // walked off an edge |
} |
|
// check point traces down for dangling corners |
VectorCopy (trace.endpos, ent->v.origin); |
|
if (!SV_CheckBottom (ent)) |
{ |
if ( (int)ent->v.flags & FL_PARTIALGROUND ) |
{ // entity had floor mostly pulled out from underneath it |
// and is trying to correct |
if (relink) |
SV_LinkEdict (ent, true); |
return true; |
} |
VectorCopy (oldorg, ent->v.origin); |
return false; |
} |
|
if ( (int)ent->v.flags & FL_PARTIALGROUND ) |
{ |
// Con_Printf ("back on ground\n"); |
ent->v.flags = (int)ent->v.flags & ~FL_PARTIALGROUND; |
} |
ent->v.groundentity = EDICT_TO_PROG(trace.ent); |
|
// the move is ok |
if (relink) |
SV_LinkEdict (ent, true); |
return true; |
} |
|
|
//============================================================================ |
|
/* |
====================== |
SV_StepDirection |
|
Turns to the movement direction, and walks the current distance if |
facing it. |
|
====================== |
*/ |
void PF_changeyaw (void); |
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist) |
{ |
vec3_t move, oldorigin; |
float delta; |
|
ent->v.ideal_yaw = yaw; |
PF_changeyaw(); |
|
yaw = yaw*M_PI*2 / 360; |
move[0] = cos(yaw)*dist; |
move[1] = sin(yaw)*dist; |
move[2] = 0; |
|
VectorCopy (ent->v.origin, oldorigin); |
if (SV_movestep (ent, move, false)) |
{ |
delta = ent->v.angles[YAW] - ent->v.ideal_yaw; |
if (delta > 45 && delta < 315) |
{ // not turned far enough, so don't take the step |
VectorCopy (oldorigin, ent->v.origin); |
} |
SV_LinkEdict (ent, true); |
return true; |
} |
SV_LinkEdict (ent, true); |
|
return false; |
} |
|
/* |
====================== |
SV_FixCheckBottom |
|
====================== |
*/ |
void SV_FixCheckBottom (edict_t *ent) |
{ |
// Con_Printf ("SV_FixCheckBottom\n"); |
|
ent->v.flags = (int)ent->v.flags | FL_PARTIALGROUND; |
} |
|
|
|
/* |
================ |
SV_NewChaseDir |
|
================ |
*/ |
#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; |
|
olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 ); |
turnaround = anglemod(olddir - 180); |
|
deltax = enemy->v.origin[0] - actor->v.origin[0]; |
deltay = enemy->v.origin[1] - actor->v.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) || abs(deltay)>abs(deltax)) |
{ |
tdir=d[1]; |
d[1]=d[2]; |
d[2]=tdir; |
} |
|
if (d[1]!=DI_NODIR && d[1]!=turnaround |
&& SV_StepDirection(actor, d[1], dist)) |
return; |
|
if (d[2]!=DI_NODIR && d[2]!=turnaround |
&& SV_StepDirection(actor, d[2], dist)) |
return; |
|
/* there is no direct path to the player, so pick another direction */ |
|
if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist)) |
return; |
|
if (rand()&1) /*randomly determine direction of search*/ |
{ |
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->v.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 (!SV_CheckBottom (actor)) |
SV_FixCheckBottom (actor); |
|
} |
|
/* |
====================== |
SV_CloseEnough |
|
====================== |
*/ |
qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist) |
{ |
int i; |
|
for (i=0 ; i<3 ; i++) |
{ |
if (goal->v.absmin[i] > ent->v.absmax[i] + dist) |
return false; |
if (goal->v.absmax[i] < ent->v.absmin[i] - dist) |
return false; |
} |
return true; |
} |
|
/* |
====================== |
SV_MoveToGoal |
|
====================== |
*/ |
void SV_MoveToGoal (void) |
{ |
edict_t *ent, *goal; |
float dist; |
#ifdef QUAKE2 |
edict_t *enemy; |
#endif |
|
ent = PROG_TO_EDICT(pr_global_struct->self); |
goal = PROG_TO_EDICT(ent->v.goalentity); |
dist = G_FLOAT(OFS_PARM0); |
|
if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) ) |
{ |
G_FLOAT(OFS_RETURN) = 0; |
return; |
} |
|
// if the next step hits the enemy, return immediately |
#ifdef QUAKE2 |
enemy = PROG_TO_EDICT(ent->v.enemy); |
if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) ) |
#else |
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) ) |
#endif |
return; |
|
// bump around... |
if ( (rand()&3)==1 || |
!SV_StepDirection (ent, ent->v.ideal_yaw, dist)) |
{ |
SV_NewChaseDir (ent, goal, dist); |
} |
} |
|