/* 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 "prvm_cmds.h" /* ============= 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 SV_CheckBottom (prvm_edict_t *ent) { vec3_t mins, maxs, start, stop; trace_t trace; int x, y; float mid, bottom; VectorAdd (ent->fields.server->origin, ent->fields.server->mins, mins); VectorAdd (ent->fields.server->origin, ent->fields.server->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_PointSuperContents(start) & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY))) 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*sv_stepheight.value; trace = SV_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(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_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent)); if (trace.fraction != 1.0 && trace.endpos[2] > bottom) bottom = trace.endpos[2]; if (trace.fraction == 1.0 || mid - trace.endpos[2] > sv_stepheight.value) 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 and false is returned ============= */ qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace) { float dz; vec3_t oldorg, neworg, end, traceendpos; trace_t trace; int i; prvm_edict_t *enemy; // try the move VectorCopy (ent->fields.server->origin, oldorg); VectorAdd (ent->fields.server->origin, move, neworg); // flying monsters don't step up if ( (int)ent->fields.server->flags & (FL_SWIM | FL_FLY) ) { // try one move with vertical motion, then one without for (i=0 ; i<2 ; i++) { VectorAdd (ent->fields.server->origin, move, neworg); if (noenemy) enemy = prog->edicts; else { enemy = PRVM_PROG_TO_EDICT(ent->fields.server->enemy); if (i == 0 && enemy != prog->edicts) { dz = ent->fields.server->origin[2] - PRVM_PROG_TO_EDICT(ent->fields.server->enemy)->fields.server->origin[2]; if (dz > 40) neworg[2] -= 8; if (dz < 30) neworg[2] += 8; } } trace = SV_TraceBox(ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, neworg, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent)); if (trace.fraction == 1) { VectorCopy(trace.endpos, traceendpos); if (((int)ent->fields.server->flags & FL_SWIM) && !(SV_PointSuperContents(traceendpos) & SUPERCONTENTS_LIQUIDSMASK)) return false; // swim monster left water VectorCopy (traceendpos, ent->fields.server->origin); if (relink) { SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); } return true; } if (enemy == prog->edicts) break; } return false; } // push down from a step height above the wished position neworg[2] += sv_stepheight.value; VectorCopy (neworg, end); end[2] -= sv_stepheight.value*2; trace = SV_TraceBox(neworg, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent)); if (trace.startsolid) { neworg[2] -= sv_stepheight.value; trace = SV_TraceBox(neworg, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent)); if (trace.startsolid) return false; } if (trace.fraction == 1) { // if monster had the ground pulled out, go ahead and fall if ( (int)ent->fields.server->flags & FL_PARTIALGROUND ) { VectorAdd (ent->fields.server->origin, move, ent->fields.server->origin); if (relink) { SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); } ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND; return true; } return false; // walked off an edge } // check point traces down for dangling corners VectorCopy (trace.endpos, ent->fields.server->origin); if (!SV_CheckBottom (ent)) { if ( (int)ent->fields.server->flags & FL_PARTIALGROUND ) { // entity had floor mostly pulled out from underneath it // and is trying to correct if (relink) { SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); } return true; } VectorCopy (oldorg, ent->fields.server->origin); return false; } if ( (int)ent->fields.server->flags & FL_PARTIALGROUND ) ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_PARTIALGROUND; // gameplayfix: check if reached pretty steep plane and bail if ( ! ( (int)ent->fields.server->flags & (FL_SWIM | FL_FLY) ) && sv_gameplayfix_nostepmoveonsteepslopes.integer ) { if (trace.plane.normal[ 2 ] < 0.5) { VectorCopy (oldorg, ent->fields.server->origin); return false; } } ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent); // the move is ok if (relink) { SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); } return true; } //============================================================================ /* ====================== SV_StepDirection Turns to the movement direction, and walks the current distance if facing it. ====================== */ void VM_changeyaw (void); qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ent->fields.server->ideal_yaw = yaw; VM_changeyaw(); yaw = yaw*M_PI*2 / 360; move[0] = cos(yaw)*dist; move[1] = sin(yaw)*dist; move[2] = 0; VectorCopy (ent->fields.server->origin, oldorigin); if (SV_movestep (ent, move, false, false, false)) { delta = ent->fields.server->angles[YAW] - ent->fields.server->ideal_yaw; if (delta > 45 && delta < 315) { // not turned far enough, so don't take the step VectorCopy (oldorigin, ent->fields.server->origin); } SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); return true; } SV_LinkEdict(ent); SV_LinkEdict_TouchAreaGrid(ent); return false; } /* ====================== SV_FixCheckBottom ====================== */ void SV_FixCheckBottom (prvm_edict_t *ent) { ent->fields.server->flags = (int)ent->fields.server->flags | FL_PARTIALGROUND; } /* ================ SV_NewChaseDir ================ */ #define DI_NODIR -1 void SV_NewChaseDir (prvm_edict_t *actor, prvm_edict_t *enemy, float dist) { float deltax,deltay; float d[3]; float tdir, olddir, turnaround; olddir = ANGLEMOD((int)(actor->fields.server->ideal_yaw/45)*45); turnaround = ANGLEMOD(olddir - 180); deltax = enemy->fields.server->origin[0] - actor->fields.server->origin[0]; deltay = enemy->fields.server->origin[1] - actor->fields.server->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->fields.server->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); } /* ====================== SV_CloseEnough ====================== */ qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist) { int i; for (i=0 ; i<3 ; i++) { if (goal->priv.server->areamins[i] > ent->priv.server->areamaxs[i] + dist) return false; if (goal->priv.server->areamaxs[i] < ent->priv.server->areamins[i] - dist) return false; } return true; } /* ====================== SV_MoveToGoal ====================== */ void SV_MoveToGoal (void) { prvm_edict_t *ent, *goal; float dist; VM_SAFEPARMCOUNT(1, SV_MoveToGoal); ent = PRVM_PROG_TO_EDICT(prog->globals.server->self); goal = PRVM_PROG_TO_EDICT(ent->fields.server->goalentity); dist = PRVM_G_FLOAT(OFS_PARM0); if ( !( (int)ent->fields.server->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) ) { PRVM_G_FLOAT(OFS_RETURN) = 0; return; } // if the next step hits the enemy, return immediately if ( PRVM_PROG_TO_EDICT(ent->fields.server->enemy) != prog->edicts && SV_CloseEnough (ent, goal, dist) ) return; // bump around... if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->fields.server->ideal_yaw, dist)) { SV_NewChaseDir (ent, goal, dist); } }