]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/source/darkplaces-src/sv_move.c
Include the source of the Darkplaces engine too
[voretournament/voretournament.git] / misc / source / darkplaces-src / sv_move.c
diff --git a/misc/source/darkplaces-src/sv_move.c b/misc/source/darkplaces-src/sv_move.c
new file mode 100644 (file)
index 0000000..d93d1f8
--- /dev/null
@@ -0,0 +1,441 @@
+/*
+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 (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, mins), mins);
+       VectorAdd (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(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 (!(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 (PRVM_serveredictvector(ent, origin), oldorg);
+       VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
+
+// flying monsters don't step up
+       if ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) )
+       {
+       // try one move with vertical motion, then one without
+               for (i=0 ; i<2 ; i++)
+               {
+                       VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
+                       if (noenemy)
+                               enemy = prog->edicts;
+                       else
+                       {
+                               enemy = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, enemy));
+                               if (i == 0 && enemy != prog->edicts)
+                               {
+                                       dz = PRVM_serveredictvector(ent, origin)[2] - PRVM_serveredictvector(enemy, origin)[2];
+                                       if (dz > 40)
+                                               neworg[2] -= 8;
+                                       if (dz < 30)
+                                               neworg[2] += 8;
+                               }
+                       }
+                       trace = SV_TraceBox(PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, maxs), neworg, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
+
+                       if (trace.fraction == 1)
+                       {
+                               VectorCopy(trace.endpos, traceendpos);
+                               if (((int)PRVM_serveredictfloat(ent, flags) & FL_SWIM) && !(SV_PointSuperContents(traceendpos) & SUPERCONTENTS_LIQUIDSMASK))
+                                       return false;   // swim monster left water
+
+                               VectorCopy (traceendpos, PRVM_serveredictvector(ent, 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, PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, maxs), end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
+
+       if (trace.startsolid)
+       {
+               neworg[2] -= sv_stepheight.value;
+               trace = SV_TraceBox(neworg, PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, 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)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
+               {
+                       VectorAdd (PRVM_serveredictvector(ent, origin), move, PRVM_serveredictvector(ent, origin));
+                       if (relink)
+                       {
+                               SV_LinkEdict(ent);
+                               SV_LinkEdict_TouchAreaGrid(ent);
+                       }
+                       PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_ONGROUND;
+                       return true;
+               }
+
+               return false;           // walked off an edge
+       }
+
+// check point traces down for dangling corners
+       VectorCopy (trace.endpos, PRVM_serveredictvector(ent, origin));
+
+       if (!SV_CheckBottom (ent))
+       {
+               if ( (int)PRVM_serveredictfloat(ent, 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, PRVM_serveredictvector(ent, origin));
+               return false;
+       }
+
+       if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
+               PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_PARTIALGROUND;
+
+// gameplayfix: check if reached pretty steep plane and bail
+       if ( ! ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) ) && sv_gameplayfix_nostepmoveonsteepslopes.integer )
+       {
+               if (trace.plane.normal[ 2 ] < 0.5)
+               {
+                       VectorCopy (oldorg, PRVM_serveredictvector(ent, origin));
+                       return false;
+               }
+       }
+
+       PRVM_serveredictedict(ent, 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;
+
+       PRVM_serveredictfloat(ent, 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 (PRVM_serveredictvector(ent, origin), oldorigin);
+       if (SV_movestep (ent, move, false, false, false))
+       {
+               delta = PRVM_serveredictvector(ent, angles)[YAW] - PRVM_serveredictfloat(ent, ideal_yaw);
+               if (delta > 45 && delta < 315)
+               {               // not turned far enough, so don't take the step
+                       VectorCopy (oldorigin, PRVM_serveredictvector(ent, 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)
+{
+       PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, 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)(PRVM_serveredictfloat(actor, ideal_yaw)/45)*45);
+       turnaround = ANGLEMOD(olddir - 180);
+
+       deltax = PRVM_serveredictvector(enemy, origin)[0] - PRVM_serveredictvector(actor, origin)[0];
+       deltay = PRVM_serveredictvector(enemy, origin)[1] - PRVM_serveredictvector(actor, 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;
+
+       PRVM_serveredictfloat(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 (!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(PRVM_serverglobaledict(self));
+       goal = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, goalentity));
+       dist = PRVM_G_FLOAT(OFS_PARM0);
+
+       if ( !( (int)PRVM_serveredictfloat(ent, 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(PRVM_serveredictedict(ent, enemy)) != prog->edicts &&  SV_CloseEnough (ent, goal, dist) )
+               return;
+
+// bump around...
+       if ( (rand()&3)==1 ||
+       !SV_StepDirection (ent, PRVM_serveredictfloat(ent, ideal_yaw), dist))
+       {
+               SV_NewChaseDir (ent, goal, dist);
+       }
+}
+