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sv_move.c
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sv_move.c
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/*
* $Header: /H2 Mission Pack/SV_MOVE.C 17 3/18/98 4:46p Mgummelt $
*/
// sv_move.c -- monster movement
#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.
=============
*/
//int c_yes, c_no;//These are never checked!!
qboolean SV_CheckBottom (edict_t *ent)
{//By this point, ent has been moved to it's new position after the
//move, and adjusted for steps
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
float save_hull;
VectorAdd (ent->v.origin, ent->v.mins, mins);
VectorAdd (ent->v.origin, ent->v.maxs, maxs);
/*//Make it use the clipping hull's size, not their bounding box...
model = sv.models[ (int)sv.edicts->v.modelindex ];
VectorSubtract (ent->v.maxs, ent->v.mins, size);
if(ent->v.hull)
{
index = ent->v.hull-1;
wclip_hull = &model->hulls[index];;
if (!wclip_hull) // Invalid hull
{
Con_Printf ("ERROR: hull %d is null.\n",wclip_hull);
wclip_hull = &model->hulls[0];
}
}
else // Using the old way uses size to determine hull to use
{
if (size[0] < 3) // Point
wclip_hull = &model->hulls[0];
else if (size[0] <= 8) // Pentacles
wclip_hull = &model->hulls[4];
else if (size[0] <= 32 && size[2] <= 28) // Half Player
wclip_hull = &model->hulls[3];
else if (size[0] <= 32) // Full Player
wclip_hull = &model->hulls[1];
else // Golumn
wclip_hull = &model->hulls[5];
}
VectorAdd (ent->v.origin, wclip_hull->clip_mins, mins);
VectorAdd (ent->v.origin, wclip_hull->clip_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<2 ; x++)
for (y=0 ; y<2 ; y++)
{
if(x)
start[0] = maxs[0];
else
start[0] = mins[0];
if(y)
start[1] = maxs[1];
else
start[1] = mins[1];
// start[0] = x ? maxs[0] : mins[0];
// start[1] = y ? maxs[1] : mins[1];
if (SV_PointContents (start) != CONTENTS_SOLID)
goto realcheck;
}
// c_yes++;
return true; // we got out easy
realcheck: // check it for real...
// c_no++;
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;
//do a trace from the bottom center of the ent down
//to 36 below the bottom center of the ent, using a point hull
//the "true" in this function is telling SV_Move to consider
//this ent's movement as MOVE_NOMONSTERS - means it will
//not clip against entities in this move
//NOTE: these don't check for trace_allsolid of trace_startsolid.
//Technically, these can't possibly be a valid result since
//the start point is in the ent, but what about imprecision?
save_hull = ent->v.hull;//temp hack so it HullForEntity doesn't calculate the wrong offset
ent->v.hull = 0;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
ent->v.hull = save_hull;
/* if((int)ent->v.flags&FL_MONSTER)
{
if(trace.allsolid)
Con_DPrintf("Checkbottom midpoint check was all solid!!!\n");
else if(trace.startsolid)
Con_DPrintf("Checkbottom midpoint check started solid!!!\n");
}
*/
if (trace.fraction == 1.0)
return false;
//trace did not reach full 36 below, so set mid and bottom
//to whatever distance it did get to below the ent's
//bottom centerpoint (start[2])
mid = bottom = trace.endpos[2];
// the corners must be within 16 of the midpoint
for (x=0 ; x<2 ; x++)
for (y=0 ; y<2 ; y++)
{//check 4 corners, in this order:
//x = 0, y = 0 (NE)
//x = 0, y = 1 (SE)
//x = 1, y = 0 (NW)
//x = 1, y = 1 (SW)
if(x)
start[0] = stop[0] = maxs[0];
else
start[0] = stop[0] = mins[0];
if(y)
start[1] = stop[1] = maxs[1];
else
start[1] = stop[1] = mins[1];
// start[0] = stop[0] = x ? maxs[0] : mins[0];
// start[1] = stop[1] = y ? maxs[1] : mins[1];
//same check as above, just from the 4 corners down 36
save_hull = ent->v.hull;//temp hack so it HullForEntity doesn't calculate the wrong offset
ent->v.hull = 0;
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
ent->v.hull = save_hull;
/* if((int)ent->v.flags&FL_MONSTER)
{
if(trace.allsolid)
Con_DPrintf("Checkbottom (x=%d,y=%d) check was all solid!!!\n",x,y);
else if(trace.startsolid)
Con_DPrintf("Checkbottom (x=%d,y=%d) check started solid!!!\n",x,y);
}*/
//Hit a closer surface than did when checked center,
//so set the "bottom" to the new, closer z height
//we hit
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
bottom = trace.endpos[2];
//one of the corners does not have a surface within
//36 below it, or the surface it did hit is more than
//54 below this corner. This is a really stupid check,
//because if it hits a surface more than 54 below the
//ent,the trace_fraction will be 1
if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
return false;
}
// c_yes++;
return true;
}
void set_move_trace(trace_t *trace)
{
if (is_progdefs111)
{
pr_global_struct_v111->trace_allsolid = trace->allsolid;
pr_global_struct_v111->trace_startsolid = trace->startsolid;
pr_global_struct_v111->trace_fraction = trace->fraction;
pr_global_struct_v111->trace_inwater = trace->inwater;
pr_global_struct_v111->trace_inopen = trace->inopen;
VectorCopy (trace->endpos, pr_global_struct_v111->trace_endpos);
VectorCopy (trace->plane.normal, pr_global_struct_v111->trace_plane_normal);
pr_global_struct_v111->trace_plane_dist = trace->plane.dist;
if (trace->ent)
pr_global_struct_v111->trace_ent = EDICT_TO_PROG(trace->ent);
else
pr_global_struct_v111->trace_ent = EDICT_TO_PROG(sv.edicts);
return;
}
pr_global_struct->trace_allsolid = trace->allsolid;
pr_global_struct->trace_startsolid = trace->startsolid;
pr_global_struct->trace_fraction = trace->fraction;
pr_global_struct->trace_inwater = trace->inwater;
pr_global_struct->trace_inopen = trace->inopen;
VectorCopy (trace->endpos, pr_global_struct->trace_endpos);
VectorCopy (trace->plane.normal, pr_global_struct->trace_plane_normal);
pr_global_struct->trace_plane_dist = trace->plane.dist;
if (trace->ent)
pr_global_struct->trace_ent = EDICT_TO_PROG(trace->ent);
else
pr_global_struct->trace_ent = EDICT_TO_PROG(sv.edicts);
}
/*
=============
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
=============
*/
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy,
qboolean set_trace)
{
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, unless no_z turned on
if ( ((int)ent->v.flags&(FL_SWIM|FL_FLY)) && !((int)ent->v.flags&FL_NOZ) && !((int)ent->v.flags&FL_HUNTFACE))
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (ent->v.origin, move, neworg);
if (!noenemy)
{
enemy = PROG_TO_EDICT(ent->v.enemy);
if (i == 0 && enemy != sv.edicts)
{
if((int)ent->v.flags&FL_HUNTFACE)//Go for face
dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2] + PROG_TO_EDICT(ent->v.enemy)->v.view_ofs[2];
else
dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
if (dz > 40)
neworg[2] -= 8;
else if (dz < 30)
neworg[2] += 8;
}
}
if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(neworg) == CONTENTS_EMPTY )
{//Would end up out of water, don't do z move
neworg[2]=ent->v.origin[2];
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
if (set_trace)
set_move_trace(&trace);
if(trace.fraction < 1||SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
return false; // swim monster left water
}
else
{
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
if (set_trace)
set_move_trace(&trace);
}
if (trace.fraction == 1)
{
VectorCopy (trace.endpos, ent->v.origin);
if (relink)
SV_LinkEdict (ent, true);
return true;
}
if (noenemy || enemy == sv.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 (set_trace)
set_move_trace(&trace);
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 (set_trace)
set_move_trace(&trace);
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(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.
======================
*/
void PF_changeyaw (void);
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
{
vec3_t move, oldorigin;
float delta;
qboolean set_trace_plane;
ent->v.ideal_yaw = yaw;
PF_changeyaw();
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;//FIXME: Make wallcrawlers and flying monsters use this!
VectorCopy (ent->v.origin, oldorigin);
if((int)ent->v.flags & FL_SET_TRACE)
set_trace_plane = true;
else
set_trace_plane = false;
if (SV_movestep (ent, move, false, false, set_trace_plane))
{
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
======================
*/
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,deltaz;
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((int)actor->v.flags&FL_FLY)//Pentacles
deltaz = enemy->v.origin[2] + enemy->v.view_ofs[2] - actor->v.origin[2];
else
deltaz = enemy->v.origin[2] - actor->v.origin[2];
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;
/* if (deltaz < -10)//Below
d[0]= ;
else if (deltaz>10)//above
d[0]= ;
else
d[0]= 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))//If north/sounth diff is greater than east/west diff?!!
{
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);
}
/*
======================
SV_CloseEnough
======================
*/
qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
{
int i;
for (i=0 ; i<3 ; i++)
{
if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
return false;
if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
return false;
}
return true;
}
/*
======================
SV_MoveToGoal
======================
*/
void SV_MoveToGoal (void)
{
edict_t *ent, *goal;
float dist;
ent = PROG_TO_EDICT(PR_GLOBAL_STRUCT(self)); // Entity moving
goal = PROG_TO_EDICT(ent->v.goalentity); // its goalentity
dist = G_FLOAT(OFS_PARM0); // how far to move
// Reset trace_plane_normal
VectorCopy(vec3_origin, PR_GLOBAL_STRUCT(trace_plane_normal));
// If not onground, flying, or swimming, return 0
if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
G_FLOAT(OFS_RETURN) = 0;
return;
}
// if the next step hits the enemy, return immediately
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
{
G_FLOAT(OFS_RETURN) = 0;
return;
}
// bump around...
if (!SV_StepDirection (ent, ent->v.ideal_yaw, dist))//If can't go in a direction (including step check) or 30% chance...
{
SV_NewChaseDir (ent, goal, dist);//Find a new direction to go in instead
G_FLOAT(OFS_RETURN) = 0;
}
else
{
if ((rand()&3)==1)
{
SV_NewChaseDir (ent, goal, dist);//Find a new direction to go in instead
}
G_FLOAT(OFS_RETURN) = 1;
}
return;
}
/*
* $Log: /H2 Mission Pack/SV_MOVE.C $
*
* 17 3/18/98 4:46p Mgummelt
*
* 16 3/16/98 6:38a Mgummelt
*
* 15 3/14/98 5:13p Mgummelt
*
* 14 3/13/98 1:51p Mgummelt
* Fixed friction_change entity to work, made checkbottom use the hull
* mins/maxs for it's checks, not the bounding box's.
*
* 13 3/13/98 12:02p Jmonroe
* more fixes for hullforent
*
* 12 3/13/98 5:01a Mgummelt
* May have finally fixed that damn monster stair-stepping problem...
*
* 11 3/06/98 12:14p Jweier
*
* 10 3/04/98 4:24p Jweier
*
* 9 2/03/98 10:56a Mgummelt
*
* 8 2/02/98 10:28a Mgummelt
*
* 7 1/22/98 5:52p Mgummelt
*
* 6 1/22/98 5:01p Mgummelt
*
* 5 1/14/98 7:44p Mgummelt
*
* 4 5/07/97 11:13a Rjohnson
* Added a new field to the movement routines to allow setting of the
* traceline info
*
* 3 2/18/97 4:33p Rjohnson
* Id Updates
*
* 2 11/26/96 4:10p Rjohnson
* Added sv_movestep to the quake c external functions. Modified the
* routine so that it can ignore enemy positions.
*/