ref: a6d435a131bd7d0828a26257d89ef92223ac07eb
dir: /baseq2/m_move.c/
// m_move.c -- monster movement #include <u.h> #include <libc.h> #include <stdio.h> #include "../dat.h" #include "../fns.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); }