ref: 4ed5ec69d44f6af09c291a55ae682102d82c3a73
dir: /sv_move.c/
#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. ============= */ bool 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; } return true; // we got out easy realcheck: // 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; } 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 sv.pr->global_struct->trace_normal is set to the normal of the blocking wall ============= */ bool SV_movestep (edict_t *ent, vec3_t move, bool 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(sv.pr, ent->v.enemy); if (i == 0 && enemy != sv.pr->edicts) { dz = ent->v.origin[2] - PROG_TO_EDICT(sv.pr, ent->v.enemy)->v.origin[2]; if (dz > 40) neworg[2] -= 8; else 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.pr->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(sv.pr, 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. ====================== */ bool SV_StepDirection(edict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ent->v.ideal_yaw = yaw; PF_changeyaw(sv.pr); yaw = yaw*M_PI*2 / 360; move[0] = cosf(yaw)*dist; move[1] = sinf(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 ====================== */ static 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) || fabs(deltay)>fabs(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); }