/* sv_move.c monster movement $Header: /cvsroot/uhexen2/hexen2/sv_move.c,v 1.16 2007/04/30 17:04:32 sezero Exp $ */ #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. ============= */ qboolean SV_CheckBottom (edict_t *ent) { // By this point, ent has been moved to its new position after the // move, and adjusted for steps /* model_t *model; hull_t *wclip_hull; int index; vec3_t check, size; */ 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++) { // start[0] = x ? maxs[0] : mins[0]; // start[1] = y ? maxs[1] : mins[1]; if (x) start[0] = maxs[0]; else start[0] = mins[0]; if (y) start[1] = maxs[1]; else start[1] = mins[1]; if (SV_PointContents (start) != CONTENTS_SOLID) goto realcheck; } } return true; // we got out easy realcheck: // 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; // 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) // start[0] = stop[0] = x ? maxs[0] : mins[0]; // start[1] = stop[1] = y ? maxs[1] : mins[1]; 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]; // 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; } } return true; } static void set_move_trace(trace_t *trace) { if (old_progdefs) { 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 = NULL; // avoid compiler warning. // 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_HUNTFACE) && !((int)ent->v.flags & FL_NOZ) ) { // 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) { dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2]; // This is utterly broken: we already made sure // that FL_HUNTFACE is not set just above. -O.S if ((int)ent->v.flags & FL_HUNTFACE)//Go for face dz += PROG_TO_EDICT(ent->v.enemy)->v.view_ofs[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. ====================== */ extern void PF_changeyaw (void); static 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 ====================== */ static 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 static void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist) { float deltax, deltay; // float 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 ====================== */ static 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; #ifdef QUAKE2 edict_t *enemy; #endif 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 VectorClear(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 #ifdef QUAKE2 // Convert a progs entity to an edict? enemy = PROG_TO_EDICT(ent->v.enemy); // If edict is not world and 2 edicts close enough to touch if dist is moved 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 { G_FLOAT(OFS_RETURN) = 0; return; } // bump around... //If can't go in a direction (including step check) or 30% chance... if (!SV_StepDirection (ent, ent->v.ideal_yaw, dist)) { // Find a new direction to go in instead SV_NewChaseDir (ent, goal, dist); G_FLOAT(OFS_RETURN) = 0; } else { if ((rand() & 3) == 1) { // Find a new direction to go in instead SV_NewChaseDir (ent, goal, dist); } G_FLOAT(OFS_RETURN) = 1; } }