/* 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" #include "pr_common.h" #if defined(CSQC_DAT) || !defined(CLIENTONLY) /* ============= 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 World_CheckBottom (world_t *world, wedict_t *ent) { int savedhull; 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 (!(World_PointContents (world, start) & FTECONTENTS_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*movevars.stepheight; savedhull = ent->xv->hull; ent->xv->hull = 0; trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent); ent->xv->hull = savedhull; 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]; savedhull = ent->xv->hull; ent->xv->hull = 0; trace = World_Move (world, start, vec3_origin, vec3_origin, stop, true, ent); ent->xv->hull = savedhull; if (trace.fraction != 1.0 && trace.endpos[2] > bottom) bottom = trace.endpos[2]; if (trace.fraction == 1.0 || mid - trace.endpos[2] > movevars.stepheight) 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 World_movestep (world_t *world, wedict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, void (*set_move_trace)(trace_t *trace, struct globalvars_s *pr_globals), struct globalvars_s *set_trace_globs) { float dz; vec3_t oldorg, neworg, end; trace_t trace; int i; wedict_t *enemy = world->edicts; int eflags = ent->v->flags; #ifndef CLIENTONLY if (progstype != PROG_H2 || world != &sv.world) #endif eflags &= ~FLH2_NOZ|FLH2_HUNTFACE; // try the move VectorCopy (ent->v->origin, oldorg); VectorAdd (ent->v->origin, move, neworg); // flying monsters don't step up if ((eflags & (FL_SWIM | FL_FLY)) && !(eflags & (FLH2_NOZ|FLH2_HUNTFACE))) { // try one move with vertical motion, then one without for (i=0 ; i<2 ; i++) { VectorAdd (ent->v->origin, move, neworg); if (!noenemy) { enemy = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy); if (i == 0 && enemy->entnum) { dz = ent->v->origin[2] - ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->origin[2]; if (eflags & FLH2_HUNTFACE) /*get the ent's origin_z to match its victims face*/ dz += ((wedict_t*)PROG_TO_EDICT(world->progs, ent->v->enemy))->v->view_ofs[2]; if (dz > 40) neworg[2] -= 8; if (dz < 30) neworg[2] += 8; } } trace = World_Move (world, ent->v->origin, ent->v->mins, ent->v->maxs, neworg, false, ent); if (set_move_trace) set_move_trace(&trace, set_trace_globs); if (trace.fraction == 1) { if ( (eflags & FL_SWIM) && !(World_PointContents(world, trace.endpos) & FTECONTENTS_FLUID)) continue; // swim monster left water VectorCopy (trace.endpos, ent->v->origin); if (relink) World_LinkEdict (world, ent, true); return true; } if (noenemy || !enemy->entnum) break; } return false; } // push down from a step height above the wished position neworg[2] += movevars.stepheight; VectorCopy (neworg, end); end[2] -= movevars.stepheight*2; trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent); if (set_move_trace) set_move_trace(&trace, set_trace_globs); if (trace.allsolid) return false; if (trace.startsolid) { neworg[2] -= movevars.stepheight; trace = World_Move (world, neworg, ent->v->mins, ent->v->maxs, end, false, ent); if (set_move_trace) set_move_trace(&trace, set_trace_globs); 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) World_LinkEdict (world, 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 (!World_CheckBottom (world, ent)) { if ( (int)ent->v->flags & FL_PARTIALGROUND ) { // entity had floor mostly pulled out from underneath it // and is trying to correct if (relink) World_LinkEdict (world, 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(world->progs, trace.ent); // the move is ok if (relink) World_LinkEdict (world, ent, true); return true; } //============================================================================ /* ============== PF_changeyaw This was a major timewaster in progs, so it was converted to C ============== */ void World_changeyaw (wedict_t *ent) { float ideal, current, move, speed; current = anglemod( ent->v->angles[1] ); ideal = ent->v->ideal_yaw; speed = ent->v->yaw_speed; if (current == ideal) return; move = ideal - current; 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->v->angles[1] = anglemod (current + move); } /* ====================== SV_StepDirection Turns to the movement direction, and walks the current distance if facing it. ====================== */ qboolean World_StepDirection (world_t *world, wedict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ent->v->ideal_yaw = yaw; World_changeyaw(ent); yaw = yaw*M_PI*2 / 360; move[0] = cos(yaw)*dist; move[1] = sin(yaw)*dist; move[2] = 0; //FIXME: Hexen2: ent flags & FL_SET_TRACE VectorCopy (ent->v->origin, oldorigin); if (World_movestep (world, ent, move, false, false, NULL, NULL)) { 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); } World_LinkEdict (world, ent, true); return true; } World_LinkEdict (world, ent, true); return false; } /* ====================== SV_FixCheckBottom ====================== */ void World_FixCheckBottom (wedict_t *ent) { // Con_Printf ("SV_FixCheckBottom\n"); ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND; } /* ================ SV_NewChaseDir ================ */ #define DI_NODIR -1 void World_NewChaseDir (world_t *world, wedict_t *actor, wedict_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 && World_StepDirection(world, 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 && World_StepDirection(world, actor, d[1], dist)) return; if (d[2]!=DI_NODIR && d[2]!=turnaround && World_StepDirection(world, actor, d[2], dist)) return; /* there is no direct path to the player, so pick another direction */ if (olddir!=DI_NODIR && World_StepDirection(world, actor, olddir, dist)) return; if (rand()&1) /*randomly determine direction of search*/ { for (tdir=0 ; tdir<=315 ; tdir += 45) if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist) ) return; } else { for (tdir=315 ; tdir >=0 ; tdir -= 45) if (tdir!=turnaround && World_StepDirection(world, actor, tdir, dist) ) return; } if (turnaround != DI_NODIR && World_StepDirection(world, 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 (!World_CheckBottom (world, actor)) World_FixCheckBottom (actor); } /* ====================== SV_CloseEnough ====================== */ qboolean World_CloseEnough (wedict_t *ent, wedict_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 ====================== */ qboolean World_MoveToGoal (world_t *world, wedict_t *ent, float dist) { wedict_t *goal; ent = (wedict_t*)PROG_TO_EDICT(world->progs, *world->g.self); goal = (wedict_t*)PROG_TO_EDICT(world->progs, ent->v->goalentity); if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) ) { return false; } // if the next step hits the enemy, return immediately if ( PROG_TO_EDICT(world->progs, ent->v->enemy) != (edict_t*)world->edicts && World_CloseEnough (ent, goal, dist) ) return true; // bump around... if ( (rand()&3)==1 || !World_StepDirection (world, ent, ent->v->ideal_yaw, dist)) { World_NewChaseDir (world, ent, goal, dist); } return true; } #endif