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- /*
- 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.
- */
- // m_move.c -- monster movement
- #include "g_local.h"
- #define STEPSIZE 18
- /*
- =============
- M_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 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;
- }
- /*
- =============
- 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
- =============
- */
- //FIXME since we need to test end position contents here, can we avoid doing
- //it again later in catagorize position?
- 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;
- }
- //============================================================================
- /*
- ===============
- M_ChangeYaw
- ===============
- */
- 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);
- }
- /*
- ======================
- SV_StepDirection
- 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;
- }
- /*
- ======================
- SV_FixCheckBottom
- ======================
- */
- void SV_FixCheckBottom (edict_t *ent)
- {
- ent->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;
- //FIXME: how did we get here with no enemy
- 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) || 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->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);
- }
- /*
- ======================
- SV_CloseEnough
- ======================
- */
- 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;
- }
- /*
- ======================
- M_MoveToGoal
- ======================
- */
- 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);
- }
- }
- /*
- ===============
- M_walkmove
- ===============
- */
- 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);
- }
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