789 lines
20 KiB
C
789 lines
20 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_move.c -- monster movement
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#include "quakedef.h"
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#define STEPSIZE 18
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/*
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=============
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SV_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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qboolean SV_CheckBottom (edict_t *ent)
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{
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid, bottom;
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VectorAdd (ent->v.origin, ent->v.mins, mins);
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VectorAdd (ent->v.origin, ent->v.maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1;
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if (SV_PointContents (start) != CONTENTS_SOLID)
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (float)((mins[0] + maxs[0])*0.5);
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start[1] = stop[1] = (float)((mins[1] + maxs[1])*0.5);
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stop[2] = start[2] - 2*STEPSIZE;
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trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction == 1.0)
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
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bottom = trace.endpos[2];
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if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
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return false;
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}
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c_yes++;
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return true;
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}
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#ifdef USEFPM
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qboolean SV_CheckBottomFPM (edict_FPM_t *ent)
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{
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vec3_t tmpmins, tmpmaxs;
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vec3_FPM_t start, stop, mins, maxs;
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trace_FPM_t trace;
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int x, y;
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fixedpoint_t mid, bottom;
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VectorAdd (ent->v.origin, ent->v.mins, tmpmins);
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VectorAdd (ent->v.origin, ent->v.maxs, tmpmaxs);
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VectorToFPM(tmpmins, mins);
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VectorToFPM(tmpmins, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = FPM_SUB(mins[2], 1);
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if (SV_PointContentsFPM (start) != CONTENTS_SOLID)
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = FPM_MUL(FPM_ADD(mins[0], maxs[0]), FPM_FROMFLOATC(0.5));
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start[1] = stop[1] = FPM_MUL(FPM_ADD(mins[1], maxs[1]), FPM_FROMFLOATC(0.5));
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stop[2] = FPM_SUB(start[2], FPM_FROMLONGC(2*STEPSIZE));
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trace = SV_MoveFPM (start, vec3_originFPM, vec3_originFPM, stop, true, ent);
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if (trace.fraction == FPM_FROMFLOATC(1.0))
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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trace = SV_MoveFPM (start, vec3_originFPM, vec3_originFPM, stop, true, ent);
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if (trace.fraction != FPM_FROMFLOATC(1.0) && trace.endpos[2] > bottom)
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bottom = trace.endpos[2];
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if (trace.fraction == FPM_FROMFLOATC(1.0) || mid - trace.endpos[2] > STEPSIZE)
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return false;
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}
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c_yes++;
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return true;
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}
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#endif //USEFPM
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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edict_t *enemy;
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// try the move
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VectorCopy (ent->v.origin, oldorg);
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VectorAdd (ent->v.origin, move, neworg);
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// flying monsters don't step up
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if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) )
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (ent->v.origin, move, neworg);
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enemy = PROG_TO_EDICT(ent->v.enemy);
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if (i == 0 && enemy != sv.edicts)
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{
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dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
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if (dz > 40)
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neworg[2] -= 8;
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if (dz < 30)
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neworg[2] += 8;
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}
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
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if (trace.fraction == 1)
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{
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if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
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return false; // swim monster left water
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VectorCopy (trace.endpos, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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if (enemy == sv.edicts)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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neworg[2] += STEPSIZE;
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VectorCopy (neworg, end);
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end[2] -= STEPSIZE*2;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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neworg[2] -= STEPSIZE;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->v.origin, move, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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ent->v.flags = (float)((int)ent->v.flags & ~FL_ONGROUND);
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->v.origin);
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if (!SV_CheckBottom (ent))
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{
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v.origin);
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return false;
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}
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v.flags = (float)((int)ent->v.flags & ~FL_PARTIALGROUND);
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}
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ent->v.groundentity = EDICT_TO_PROG(trace.ent);
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// the move is ok
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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#ifdef USEFPM
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qboolean SV_movestepFPM(edict_FPM_t *ent, vec3_FPM_t move, qboolean relink)
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{
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fixedpoint_t dz;
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vec3_FPM_t oldorg, neworg, end;
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trace_FPM_t trace;
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int i;
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edict_FPM_t *enemy;
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vec3_FPM_t vorigin, vmins, vmaxs;
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vec3_t tmp;
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VectorToFPM(ent->v.origin, vorigin);
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VectorToFPM(ent->v.mins, vmins);
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VectorToFPM(ent->v.maxs, vmaxs);
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// try the move
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VectorCopy (vorigin, oldorg);
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VectorAdd (vorigin, move, neworg);
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// flying monsters don't step up
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if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) )
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (vorigin, move, neworg);
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enemy = PROG_TO_EDICTFPM(ent->v.enemy);
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if (i == 0 && enemy != svFPM.edicts)
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{
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dz = FPM_SUB(vorigin[2], FPM_FROMFLOAT(PROG_TO_EDICT(ent->v.enemy)->v.origin[2]));
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if (dz > FPM_FROMLONGC(40))
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neworg[2] = FPM_SUB(neworg[2], FPM_FROMLONGC(8));
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if (dz < FPM_FROMLONGC(30))
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neworg[2] = FPM_ADD(neworg[2], FPM_FROMLONGC(8));
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}
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trace = SV_MoveFPM (vorigin, vmins, vmaxs, neworg, false, ent);
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if (trace.fraction == FPM_FROMLONGC(1))
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{
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if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContentsFPM(trace.endpos) == CONTENTS_EMPTY )
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return false; // swim monster left water
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FPMToVector(trace.endpos, ent->v.origin);
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//VectorCopy (trace.endpos, ent->v.origin);
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if (relink)
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SV_LinkEdictFPM (ent, true);
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return true;
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}
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if (enemy == svFPM.edicts)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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neworg[2] += STEPSIZE;
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VectorCopy (neworg, end);
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end[2] -= STEPSIZE*2;
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trace = SV_MoveFPM (neworg, vmins, vmaxs, end, false, ent);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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neworg[2] -= STEPSIZE;
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trace = SV_MoveFPM (neworg, vmins, vmaxs, end, false, ent);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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FPMToVector(move, tmp);
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VectorAdd (ent->v.origin, tmp, ent->v.origin);
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if (relink)
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SV_LinkEdictFPM (ent, true);
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ent->v.flags = (float)((int)ent->v.flags & ~FL_ONGROUND);
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// Con_Printf ("fall down\n");
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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FPMToVector(trace.endpos, ent->v.origin);
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//VectorCopy (trace.endpos, ent->v.origin);
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if (!SV_CheckBottomFPM (ent))
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{
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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SV_LinkEdictFPM (ent, true);
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return true;
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}
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FPMToVector(oldorg, ent->v.origin);
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//VectorCopy (oldorg, ent->v.origin);
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return false;
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}
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v.flags = (float)((int)ent->v.flags & ~FL_PARTIALGROUND);
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}
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ent->v.groundentity = EDICT_TO_PROGFPM(trace.ent);
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// the move is ok
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if (relink)
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SV_LinkEdictFPM (ent, true);
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return true;
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}
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#endif //USEFPM
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//============================================================================
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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void PF_changeyaw (void);
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qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
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{
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vec3_t move, oldorigin;
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float delta;
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ent->v.ideal_yaw = yaw;
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PF_changeyaw();
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yaw = (float)(yaw*M_PI*2 / 360);
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move[0] = (float)(cos(yaw)*dist);
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move[1] = (float)(sin(yaw)*dist);
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move[2] = 0;
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VectorCopy (ent->v.origin, oldorigin);
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if (SV_movestep (ent, move, false))
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{
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delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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VectorCopy (oldorigin, ent->v.origin);
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}
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SV_LinkEdict (ent, true);
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return true;
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}
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SV_LinkEdict (ent, true);
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return false;
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}
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#ifdef USEFPM
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void PF_changeyawFPM (void);
|
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qboolean SV_StepDirectionFPM (edict_FPM_t *ent, fixedpoint_t yaw, fixedpoint_t dist)
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{
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vec3_t oldorigin;
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vec3_FPM_t move;
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float delta;
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ent->v.ideal_yaw = FPM_TOFLOAT(yaw);
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PF_changeyawFPM();
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yaw = FPM_DIV(FPM_MUL(yaw,FPM_PI), FPM_FROMLONG(180));
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move[0] = FPM_MUL(FPM_COS(yaw),dist);
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move[1] = FPM_MUL(FPM_SIN(yaw),dist);
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move[2] = 0;
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VectorCopy (ent->v.origin, oldorigin);
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if (SV_movestepFPM (ent, move, false))
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{
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delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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VectorCopy (oldorigin, ent->v.origin);
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}
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SV_LinkEdictFPM (ent, true);
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return true;
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}
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SV_LinkEdictFPM (ent, true);
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return false;
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}
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#endif //USEFPM
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|
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/*
|
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======================
|
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SV_FixCheckBottom
|
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|
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======================
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*/
|
|
void SV_FixCheckBottom (edict_t *ent)
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{
|
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// Con_Printf ("SV_FixCheckBottom\n");
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|
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ent->v.flags = (float)((int)ent->v.flags | FL_PARTIALGROUND);
|
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}
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|
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#ifdef USEFPM
|
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void SV_FixCheckBottomFPM (edict_FPM_t *ent)
|
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{
|
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// Con_Printf ("SV_FixCheckBottom\n");
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|
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ent->v.flags = (float)((int)ent->v.flags | FL_PARTIALGROUND);
|
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}
|
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#endif //USEFPM
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|
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/*
|
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================
|
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SV_NewChaseDir
|
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|
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================
|
|
*/
|
|
#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;
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|
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olddir = anglemod( (float)((int)(actor->v.ideal_yaw/45)*45) );
|
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turnaround = anglemod(olddir - 180);
|
|
|
|
deltax = enemy->v.origin[0] - actor->v.origin[0];
|
|
deltay = enemy->v.origin[1] - actor->v.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 = (float)(d[2] == 90 ? 45 : 315);
|
|
else
|
|
tdir = (float)(d[2] == 90 ? 135 : 215);
|
|
|
|
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if ( ((rand()&3) & 1) || abs((int)deltay)>abs((int)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->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);
|
|
|
|
}
|
|
|
|
#ifdef USEFPM
|
|
void SV_NewChaseDirFPM (edict_FPM_t *actor, edict_FPM_t *enemy, fixedpoint_t dist)
|
|
{
|
|
fixedpoint_t deltax,deltay;
|
|
fixedpoint_t d[3];
|
|
fixedpoint_t tdir, olddir, turnaround;
|
|
|
|
olddir = anglemodFPM(FPM_MUL(FPM_DIV(FPM_FROMFLOAT(actor->v.ideal_yaw),FPM_FROMLONGC(45)),FPM_FROMLONGC(45)) );
|
|
turnaround = anglemodFPM(FPM_SUB(olddir, FPM_FROMLONGC(180)));
|
|
|
|
deltax = FPM_SUB(FPM_FROMFLOAT(enemy->v.origin[0]), FPM_FROMFLOAT(actor->v.origin[0]));
|
|
deltay = FPM_SUB(FPM_FROMFLOAT(enemy->v.origin[1]), FPM_FROMFLOAT(actor->v.origin[1]));
|
|
if (deltax>FPM_FROMLONGC(10))
|
|
d[1]= 0;
|
|
else if (deltax<FPM_FROMLONGC(-10))
|
|
d[1]= FPM_FROMLONGC(180);
|
|
else
|
|
d[1]= FPM_FROMLONGC(DI_NODIR);
|
|
if (deltay<FPM_FROMLONGC(-10))
|
|
d[2]= FPM_FROMLONGC(270);
|
|
else if (deltay>FPM_FROMLONGC(10))
|
|
d[2]= FPM_FROMLONGC(90);
|
|
else
|
|
d[2]= FPM_FROMLONGC(DI_NODIR);
|
|
|
|
// try direct route
|
|
if (d[1] != FPM_FROMLONGC(DI_NODIR) && d[2] != FPM_FROMLONGC(DI_NODIR))
|
|
{
|
|
if (d[1] == 0)
|
|
tdir = (d[2] == FPM_FROMLONGC(90) ? FPM_FROMLONGC(45) : FPM_FROMLONGC(315));
|
|
else
|
|
tdir = (d[2] == FPM_FROMLONGC(90) ? FPM_FROMLONGC(135) : FPM_FROMLONGC(215));
|
|
|
|
if (tdir != turnaround && SV_StepDirectionFPM(actor, tdir, dist))
|
|
return;
|
|
}
|
|
|
|
// try other directions
|
|
if ( ((rand()&3) & 1) || abs((int)deltay)>abs((int)deltax))
|
|
{
|
|
tdir=d[1];
|
|
d[1]=d[2];
|
|
d[2]=tdir;
|
|
}
|
|
|
|
if (d[1]!=FPM_FROMLONGC(DI_NODIR) && d[1]!=turnaround
|
|
&& SV_StepDirectionFPM(actor, d[1], dist))
|
|
return;
|
|
|
|
if (d[2]!=FPM_FROMLONGC(DI_NODIR) && d[2]!=turnaround
|
|
&& SV_StepDirectionFPM(actor, d[2], dist))
|
|
return;
|
|
|
|
/* there is no direct path to the player, so pick another direction */
|
|
|
|
if (olddir!=FPM_FROMLONGC(DI_NODIR) && SV_StepDirectionFPM(actor, olddir, dist))
|
|
return;
|
|
|
|
if (rand()&1) /*randomly determine direction of search*/
|
|
{
|
|
for (tdir=0 ; tdir<=FPM_FROMLONGC(315) ; tdir = FPM_ADD(tdir, FPM_FROMLONGC(45)))
|
|
if (tdir!=turnaround && SV_StepDirectionFPM(actor, tdir, dist) )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for (tdir=FPM_FROMLONGC(315) ; tdir >=0 ; tdir = FPM_SUB(tdir, FPM_FROMLONGC(45)))
|
|
if (tdir!=turnaround && SV_StepDirectionFPM(actor, tdir, dist) )
|
|
return;
|
|
}
|
|
|
|
if (turnaround != FPM_FROMLONGC(DI_NODIR) && SV_StepDirectionFPM(actor, turnaround, dist) )
|
|
return;
|
|
|
|
actor->v.ideal_yaw = FPM_TOFLOAT(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_CheckBottomFPM (actor))
|
|
SV_FixCheckBottomFPM (actor);
|
|
|
|
}
|
|
#endif //USEFPM
|
|
|
|
/*
|
|
======================
|
|
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;
|
|
}
|
|
|
|
#ifdef USEFPM
|
|
qboolean SV_CloseEnoughFPM (edict_FPM_t *ent, edict_FPM_t *goal, fixedpoint_t dist)
|
|
{
|
|
int i;
|
|
float distf=FPM_TOFLOAT(dist);
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
if (goal->v.absmin[i] > ent->v.absmax[i] + distf)
|
|
return false;
|
|
if (goal->v.absmax[i] < ent->v.absmin[i] - distf)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
#endif //USEFPM
|
|
|
|
/*
|
|
======================
|
|
SV_MoveToGoal
|
|
|
|
======================
|
|
*/
|
|
void SV_MoveToGoal (void)
|
|
{
|
|
edict_t *ent, *goal;
|
|
float dist;
|
|
#ifdef QUAKE2
|
|
edict_t *enemy;
|
|
#endif
|
|
|
|
ent = PROG_TO_EDICT(pr_global_struct->self);
|
|
goal = PROG_TO_EDICT(ent->v.goalentity);
|
|
dist = G_FLOAT(OFS_PARM0);
|
|
|
|
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
|
|
#ifdef QUAKE2
|
|
enemy = PROG_TO_EDICT(ent->v.enemy);
|
|
if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) )
|
|
#else
|
|
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
|
|
#endif
|
|
return;
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 ||
|
|
!SV_StepDirection (ent, ent->v.ideal_yaw, dist))
|
|
{
|
|
SV_NewChaseDir (ent, goal, dist);
|
|
}
|
|
}
|
|
|
|
#ifdef USEFPM
|
|
void SV_MoveToGoalFPM (void)
|
|
{
|
|
edict_FPM_t *ent, *goal;
|
|
fixedpoint_t dist;
|
|
#ifdef QUAKE2
|
|
edict_FPM_t *enemy;
|
|
#endif
|
|
|
|
ent = PROG_TO_EDICTFPM(pr_global_struct->self);
|
|
goal = PROG_TO_EDICTFPM(ent->v.goalentity);
|
|
dist = FPM_FROMFLOAT(G_FLOAT(OFS_PARM0));
|
|
|
|
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
|
|
#ifdef QUAKE2
|
|
enemy = PROG_TO_EDICTFPM(ent->v.enemy);
|
|
if (enemy != svFPM.edicts && SV_CloseEnoughFPM (ent, enemy, dist) )
|
|
#else
|
|
if ( PROG_TO_EDICTFPM(ent->v.enemy) != svFPM.edicts && SV_CloseEnoughFPM (ent, goal, dist) )
|
|
#endif
|
|
return;
|
|
|
|
// bump around...
|
|
if ( (rand()&3)==1 ||
|
|
!SV_StepDirectionFPM (ent, FPM_FROMFLOAT(ent->v.ideal_yaw), dist))
|
|
{
|
|
SV_NewChaseDirFPM (ent, goal, dist);
|
|
}
|
|
}
|
|
#endif //USEFPM
|