From a8f828a066773a59fdf646299359d35ae0e845af Mon Sep 17 00:00:00 2001 From: wyatt8740 Date: Mon, 6 Jan 2014 12:02:16 -0500 Subject: Removed accidental upload of copyrighted map files --- WinQuake/sv_move.c | 854 ++++++++++++++++++++++++++--------------------------- 1 file changed, 427 insertions(+), 427 deletions(-) (limited to 'WinQuake/sv_move.c') 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); + } +} + -- cgit v1.2.3