Xash3D FWGS engine.
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/*
sv_move.c - monsters movement
Copyright (C) 2007 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "xash3d_mathlib.h"
#include "server.h"
#include "const.h"
#include "pm_defs.h"
#define MOVE_NORMAL 0 // normal move in the direction monster is facing
#define MOVE_STRAFE 1 // moves in direction specified, no matter which way monster is facing
/*
=============
SV_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
qboolean SV_CheckBottom( edict_t *ent, int iMode )
{
vec3_t mins, maxs, start, stop;
float mid, bottom;
qboolean monsterClip;
trace_t trace;
int x, y;
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
VectorAdd( ent->v.origin, ent->v.mins, mins );
VectorAdd( ent->v.origin, ent->v.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] - 1.0f;
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];
svs.groupmask = ent->v.groupinfo;
if( SV_PointContents( start ) != CONTENTS_SOLID )
goto realcheck;
}
}
return true; // we got out easy
realcheck:
// check it for real...
start[2] = mins[2];
if( !FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
start[2] += svgame.movevars.stepsize;
// the midpoint must be within 16 of the bottom
start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5f;
start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f;
stop[2] = start[2] - 2.0f * svgame.movevars.stepsize;
if( iMode == WALKMOVE_WORLDONLY )
trace = SV_MoveNoEnts( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent );
else trace = SV_Move( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, monsterClip );
if( trace.fraction == 1.0f )
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];
if( iMode == WALKMOVE_WORLDONLY )
trace = SV_MoveNoEnts( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent );
else trace = SV_Move( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, monsterClip );
if( trace.fraction != 1.0f && trace.endpos[2] > bottom )
bottom = trace.endpos[2];
if( trace.fraction == 1.0f || mid - trace.endpos[2] > svgame.movevars.stepsize )
return false;
}
}
return true;
}
void SV_WaterMove( edict_t *ent )
{
float drownlevel;
int waterlevel;
int watertype;
int flags;
if( ent->v.movetype == MOVETYPE_NOCLIP )
{
ent->v.air_finished = sv.time + 12.0f;
return;
}
// no watermove for monsters but pushables
if(( ent->v.flags & FL_MONSTER ) && ent->v.health <= 0.0f )
return;
drownlevel = (ent->v.deadflag == DEAD_NO) ? 3.0 : 1.0;
waterlevel = ent->v.waterlevel;
watertype = ent->v.watertype;
flags = ent->v.flags;
if( !( flags & ( FL_IMMUNE_WATER|FL_GODMODE )))
{
if((( flags & FL_SWIM ) && waterlevel > drownlevel ) || waterlevel <= drownlevel )
{
if( ent->v.air_finished > sv.time && ent->v.pain_finished > sv.time )
{
ent->v.dmg += 2;
if( ent->v.dmg < 15 )
ent->v.dmg = 10; // quake1 original code
ent->v.pain_finished = sv.time + 1.0f;
}
}
else
{
ent->v.air_finished = sv.time + 12.0f;
ent->v.dmg = 2;
}
}
if( !waterlevel )
{
if( flags & FL_INWATER )
{
// leave the water.
const char *snd = SoundList_GetRandom( EntityWaterExit );
if( snd )
SV_StartSound( ent, CHAN_BODY, snd, 1.0f, ATTN_NORM, 0, 100 );
ent->v.flags = flags & ~FL_INWATER;
}
ent->v.air_finished = sv.time + 12.0f;
return;
}
if( watertype == CONTENTS_LAVA )
{
if((!( flags & ( FL_IMMUNE_LAVA|FL_GODMODE ))) && ent->v.dmgtime < sv.time )
{
if( ent->v.radsuit_finished < sv.time )
ent->v.dmgtime = sv.time + 0.2f;
else ent->v.dmgtime = sv.time + 1.0f;
}
}
else if( watertype == CONTENTS_SLIME )
{
if((!( flags & ( FL_IMMUNE_SLIME|FL_GODMODE ))) && ent->v.dmgtime < sv.time )
{
if( ent->v.radsuit_finished < sv.time )
ent->v.dmgtime = sv.time + 1.0;
// otherwise radsuit is fully protect entity from slime
}
}
if( !( flags & FL_INWATER ))
{
if( watertype == CONTENTS_WATER )
{
// entering the water
const char *snd = SoundList_GetRandom( EntityWaterEnter );
if( snd )
SV_StartSound( ent, CHAN_BODY, snd, 1.0f, ATTN_NORM, 0, 100 );
}
ent->v.flags = flags | FL_INWATER;
ent->v.dmgtime = 0.0f;
}
if( !( flags & FL_WATERJUMP ))
{
VectorMA( ent->v.velocity, ( ent->v.waterlevel * -0.8f * sv.frametime ), ent->v.velocity, ent->v.velocity );
}
}
/*
=============
SV_VecToYaw
converts dir to yaw
=============
*/
float SV_VecToYaw( const vec3_t src )
{
float yaw;
if( !src ) return 0.0f;
if( src[1] == 0.0f && src[0] == 0.0f )
{
yaw = 0.0f;
}
else
{
yaw = (int)( atan2( src[1], src[0] ) * 180.0 / M_PI );
if( yaw < 0 ) yaw += 360.0f;
}
return yaw;
}
//============================================================================
qboolean SV_MoveStep( edict_t *ent, vec3_t move, qboolean relink )
{
int i;
trace_t trace;
vec3_t oldorg, neworg, end;
qboolean monsterClip;
edict_t *enemy;
float dz;
VectorCopy( ent->v.origin, oldorg );
VectorAdd( ent->v.origin, move, neworg );
monsterClip = FBitSet( ent->v.flags, FL_MONSTERCLIP ) ? true : false;
// well, try it. Flying and swimming monsters are easiest.
if( ent->v.flags & ( FL_SWIM|FL_FLY ))
{
// try one move with vertical motion, then one without
for( i = 0; i < 2; i++ )
{
VectorAdd( ent->v.origin, move, neworg );
enemy = ent->v.enemy;
if( i == 0 && enemy != NULL )
{
dz = ent->v.origin[2] - enemy->v.origin[2];
if( dz > 40.0f ) neworg[2] -= 8.0f;
else if( dz < 30.0f ) neworg[2] += 8.0f;
}
trace = SV_Move( ent->v.origin, ent->v.mins, ent->v.maxs, neworg, MOVE_NORMAL, ent, monsterClip );
if( trace.fraction == 1.0f )
{
svs.groupmask = ent->v.groupinfo;
// that move takes us out of the water.
// apparently though, it's okay to travel into solids, lava, sky, etc :)
if(( ent->v.flags & FL_SWIM ) && SV_PointContents( trace.endpos ) == CONTENTS_EMPTY )
return 0;
VectorCopy( trace.endpos, ent->v.origin );
if( relink ) SV_LinkEdict( ent, true );
return 1;
}
else
{
if( !SV_IsValidEdict( enemy ))
break;
}
}
return 0;
}
else
{
dz = svgame.movevars.stepsize;
neworg[2] += dz;
VectorCopy( neworg, end );
end[2] -= dz * 2.0f;
trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent, monsterClip );
if( trace.allsolid )
return 0;
if( trace.startsolid != 0 )
{
neworg[2] -= dz;
trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent, monsterClip );
if( trace.allsolid != 0 || trace.startsolid != 0 )
return 0;
}
if( trace.fraction == 1.0f )
{
if( ent->v.flags & FL_PARTIALGROUND )
{
VectorAdd( ent->v.origin, move, ent->v.origin );
if( relink ) SV_LinkEdict( ent, true );
ent->v.flags &= ~FL_ONGROUND;
return 1;
}
return 0;
}
else
{
VectorCopy( trace.endpos, ent->v.origin );
if( SV_CheckBottom( ent, WALKMOVE_NORMAL ) == 0 )
{
if( ent->v.flags & FL_PARTIALGROUND )
{
if( relink ) SV_LinkEdict( ent, true );
return 1;
}
VectorCopy( oldorg, ent->v.origin );
return 0;
}
else
{
ent->v.flags &= ~FL_PARTIALGROUND;
ent->v.groundentity = trace.ent;
if( relink ) SV_LinkEdict( ent, true );
return 1;
}
}
}
}
qboolean SV_MoveTest( edict_t *ent, vec3_t move, qboolean relink )
{
float temp;
vec3_t oldorg, neworg, end;
trace_t trace;
VectorCopy( ent->v.origin, oldorg );
VectorAdd( ent->v.origin, move, neworg );
temp = svgame.movevars.stepsize;
neworg[2] += temp;
VectorCopy( neworg, end );
end[2] -= temp * 2.0f;
trace = SV_MoveNoEnts( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
if( trace.allsolid != 0 )
return 0;
if( trace.startsolid != 0 )
{
neworg[2] -= temp;
trace = SV_MoveNoEnts( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
if( trace.allsolid != 0 || trace.startsolid != 0 )
return 0;
}
if( trace.fraction == 1.0f )
{
if( ent->v.flags & FL_PARTIALGROUND )
{
VectorAdd( ent->v.origin, move, ent->v.origin );
if( relink ) SV_LinkEdict( ent, true );
ent->v.flags &= ~FL_ONGROUND;
return 1;
}
return 0;
}
else
{
VectorCopy( trace.endpos, ent->v.origin );
if( SV_CheckBottom( ent, WALKMOVE_WORLDONLY ) == 0 )
{
if( ent->v.flags & FL_PARTIALGROUND )
{
if( relink ) SV_LinkEdict( ent, true );
return 1;
}
VectorCopy( oldorg, ent->v.origin );
return 0;
}
else
{
ent->v.flags &= ~FL_PARTIALGROUND;
ent->v.groundentity = trace.ent;
if( relink ) SV_LinkEdict( ent, true );
return 1;
}
}
}
static qboolean SV_StepDirection( edict_t *ent, float yaw, float dist )
{
int ret;
float cSin, cCos;
vec3_t move;
yaw = yaw * M_PI2 / 360.0f;
SinCos( yaw, &cSin, &cCos );
VectorSet( move, cCos * dist, cSin * dist, 0.0f );
ret = SV_MoveStep( ent, move, false );
SV_LinkEdict( ent, true );
return ret;
}
static qboolean SV_FlyDirection( edict_t *ent, vec3_t move )
{
int ret;
ret = SV_MoveStep( ent, move, false );
SV_LinkEdict( ent, true );
return ret;
}
static void SV_NewChaseDir( edict_t *actor, vec3_t destination, float dist )
{
float deltax, deltay;
float tempdir, olddir, turnaround;
vec3_t d;
olddir = anglemod(((int)( actor->v.ideal_yaw / 45.0f )) * 45.0f );
turnaround = anglemod( olddir - 180.0f );
deltax = destination[0] - actor->v.origin[0];
deltay = destination[1] - actor->v.origin[1];
if( deltax > 10.0f )
d[1] = 0.0f;
else if( deltax < -10.0f )
d[1] = 180.0f;
else d[1] = -1;
if( deltay < -10.0f )
d[2] = 270.0f;
else if( deltay > 10.0f )
d[2] = 90.0f;
else d[2] = -1.0f;
// try direct route
if( d[1] != -1.0f && d[2] != -1.0f )
{
if( d[1] == 0.0f )
tempdir = ( d[2] == 90.0f ) ? 45.0f : 315.0f;
else tempdir = ( d[2] == 90.0f ) ? 135.0f : 215.0f;
if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
return;
}
// try other directions
if( COM_RandomLong( 0, 1 ) != 0 || fabs( deltay ) > fabs( deltax ))
{
tempdir = d[1];
d[1] = d[2];
d[2] = tempdir;
}
if( d[1] != -1.0f && d[1] != turnaround && SV_StepDirection( actor, d[1], dist ))
return;
if( d[2] != -1.0f && d[2] != turnaround && SV_StepDirection( actor, d[2], dist ))
return;
// there is no direct path to the player, so pick another direction
if( olddir != -1.0f && SV_StepDirection( actor, olddir, dist ))
return;
// fine, just run somewhere.
if( COM_RandomLong( 0, 1 ) != 1 )
{
for( tempdir = 0; tempdir <= 315.0f; tempdir += 45.0f )
{
if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
return;
}
}
else
{
for( tempdir = 315.0f; tempdir >= 0.0f; tempdir -= 45.0f )
{
if( tempdir != turnaround && SV_StepDirection( actor, tempdir, dist ))
return;
}
}
// we tried. run backwards. that ought to work...
if( turnaround != -1.0f && SV_StepDirection( actor, turnaround, dist ))
return;
// well, we're stuck somehow.
actor->v.ideal_yaw = olddir;
// if a bridge was pulled out from underneath a monster, it may not have
// a valid standing position at all.
if( !SV_CheckBottom( actor, WALKMOVE_NORMAL ))
{
actor->v.flags |= FL_PARTIALGROUND;
}
}
void SV_MoveToOrigin( edict_t *ent, const vec3_t pflGoal, float dist, int iMoveType )
{
vec3_t vecDist;
VectorCopy( pflGoal, vecDist );
if( ent->v.flags & ( FL_FLY|FL_SWIM|FL_ONGROUND ))
{
if( iMoveType == MOVE_NORMAL )
{
if( !SV_StepDirection( ent, ent->v.ideal_yaw, dist ))
{
SV_NewChaseDir( ent, vecDist, dist );
}
}
else
{
vecDist[0] -= ent->v.origin[0];
vecDist[1] -= ent->v.origin[1];
if( ent->v.flags & ( FL_FLY|FL_SWIM ))
vecDist[2] -= ent->v.origin[2];
else vecDist[2] = 0.0f;
VectorNormalize( vecDist );
VectorScale( vecDist, dist, vecDist );
SV_FlyDirection( ent, vecDist );
}
}
}