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+/*
+Copyright (C) 1997-2001 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.
+
+*/
+// m_move.c -- monster movement
+
+#include "g_local.h"
+
+#define STEPSIZE 18
+
+/*
+=============
+M_CheckBottom
+
+Returns qfalse 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 qtrue; // 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 qfalse;
+ 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 qfalse;
+ }
+
+ c_yes++;
+ return qtrue;
+}
+
+
+/*
+=============
+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, qfalse 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 qfalse;
+ }
+ }
+
+ // 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 qfalse;
+ }
+ }
+
+ if (trace.fraction == 1)
+ {
+ VectorCopy (trace.endpos, ent->s.origin);
+ if (relink)
+ {
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ }
+ return qtrue;
+ }
+
+ if (!ent->enemy)
+ break;
+ }
+
+ return qfalse;
+ }
+
+// 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 qfalse;
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= stepsize;
+ trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
+ if (trace.allsolid || trace.startsolid)
+ return qfalse;
+ }
+
+
+ // 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 qfalse;
+ }
+
+ 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 qtrue;
+ }
+
+ return qfalse; // 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 qtrue;
+ }
+ VectorCopy (oldorg, ent->s.origin);
+ return qfalse;
+ }
+
+ 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 qtrue;
+}
+
+
+//============================================================================
+
+/*
+===============
+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, qfalse))
+ {
+ 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 qtrue;
+ }
+ gi.linkentity (ent);
+ G_TouchTriggers (ent);
+ return qfalse;
+}
+
+/*
+======================
+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 qfalse;
+ if (goal->absmax[i] < ent->absmin[i] - dist)
+ return qfalse;
+ }
+ return qtrue;
+}
+
+
+/*
+======================
+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 qfalse;
+
+ yaw = yaw*M_PI*2 / 360;
+
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ return SV_movestep(ent, move, qtrue);
+}