shithub: qk1

ref: 4ed5ec69d44f6af09c291a55ae682102d82c3a73
dir: /sv_move.c/

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#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);

}