diff options
Diffstat (limited to 'WinQuake/sv_move.c')
| -rw-r--r-- | WinQuake/sv_move.c | 854 |
1 files changed, 427 insertions, 427 deletions
diff --git a/WinQuake/sv_move.c b/WinQuake/sv_move.c index a0078b9..fd967f9 100644 --- a/WinQuake/sv_move.c +++ b/WinQuake/sv_move.c @@ -1,427 +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); - } -} - +/*
+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);
+ }
+}
+
|
