/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2010-2014 QuakeSpasm developers 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. */ // sv_move.c -- monster movement #include "q_defs.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. ============= */ int32_t c_yes, c_no; bool SV_CheckBottom(edict_t *ent) { vec3_t mins, maxs, start, stop; trace_t trace; int32_t x, y; float mid, bottom; VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), mins); VectorAdd(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_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(SV_PointContents(start) != CONTENTS_SOLID) goto realcheck; } c_yes++; return true; // 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 = SV_Move(start, vec3_origin, vec3_origin, stop, true, ent); if(trace.fraction == 1.0) 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]; trace = SV_Move(start, vec3_origin, vec3_origin, stop, true, ent); if(trace.fraction != 1.0 && trace.endpos[2] > bottom) bottom = trace.endpos[2]; if(trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE) return false; } c_yes++; return true; } /* ============= 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 trace_normal is set to the normal of the blocking wall ============= */ bool SV_movestep(edict_t *ent, vec3_t move, bool relink) { float dz; vec3_t oldorg, neworg, end; trace_t trace; int32_t i; edict_t *enemy; // try the move VectorCopy(ED_Vector(ent, ED_origin), oldorg); VectorAdd(ED_Vector(ent, ED_origin), move, neworg); // flying monsters don't step up if((int32_t)ED_Float(ent, ED_flags) & (FL_SWIM | FL_FLY)) { // try one move with vertical motion, then one without for(i = 0 ; i < 2 ; i++) { VectorAdd(ED_Vector(ent, ED_origin), move, neworg); enemy = ProgEdict(ED_PEdict(ent, ED_enemy)); if(i == 0 && enemy != sv.edicts) { dz = ED_Vector(ent, ED_origin)[2] - ED_Vector(ProgEdict(ED_PEdict(ent, ED_enemy)), ED_origin)[2]; if(dz > 40) neworg[2] -= 8; if(dz < 30) neworg[2] += 8; } trace = SV_Move(ED_Vector(ent, ED_origin), ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), neworg, false, ent); if(trace.fraction == 1) { if(((int32_t)ED_Float(ent, ED_flags) & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY) return false; // swim monster left water VectorCopy(trace.endpos, ED_Vector(ent, ED_origin)); if(relink) SV_LinkEdict(ent, true); return true; } if(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, ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, false, ent); if(trace.allsolid) return false; if(trace.startsolid) { neworg[2] -= STEPSIZE; trace = SV_Move(neworg, ED_Vector(ent, ED_mins), ED_Vector(ent, ED_maxs), end, false, ent); if(trace.allsolid || trace.startsolid) return false; } if(trace.fraction == 1) { // if monster had the ground pulled out, go ahead and fall if((int32_t)ED_Float(ent, ED_flags) & FL_PARTIALGROUND) { VectorAdd(ED_Vector(ent, ED_origin), move, ED_Vector(ent, ED_origin)); if(relink) SV_LinkEdict(ent, true); ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_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, ED_Vector(ent, ED_origin)); if(!SV_CheckBottom(ent)) { if((int32_t)ED_Float(ent, ED_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, ED_Vector(ent, ED_origin)); return false; } if((int32_t)ED_Float(ent, ED_flags) & FL_PARTIALGROUND) { // Con_Printf ("back on ground\n"); ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_flags) & ~FL_PARTIALGROUND; } ED_PEdict(ent, ED_groundentity) = EdictProg(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); bool SV_StepDirection(edict_t *ent, float yaw, float dist) { vec3_t move, oldorigin; float delta; ED_Float(ent, ED_ideal_yaw) = yaw; PF_changeyaw(); yaw = yaw * PI * 2 / 360; move[0] = cos(yaw) * dist; move[1] = sin(yaw) * dist; move[2] = 0; VectorCopy(ED_Vector(ent, ED_origin), oldorigin); if(SV_movestep(ent, move, false)) { delta = ED_Vector(ent, ED_angles)[YAW] - ED_Float(ent, ED_ideal_yaw); if(delta > 45 && delta < 315) { // not turned far enough, so don't take the step VectorCopy(oldorigin, ED_Vector(ent, ED_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"); ED_Float(ent, ED_flags) = (int32_t)ED_Float(ent, ED_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; olddir = anglemod((int32_t)(ED_Float(actor, ED_ideal_yaw) / 45) * 45); turnaround = anglemod(olddir - 180); deltax = ED_Vector(enemy, ED_origin)[0] - ED_Vector(actor, ED_origin)[0]; deltay = ED_Vector(enemy, ED_origin)[1] - ED_Vector(actor, ED_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((int32_t)deltay) > abs((int32_t)deltax)) // ericw -- explicit int32_t cast to suppress clang suggestion to use fabsf { 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; ED_Float(actor, ED_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 ====================== */ bool SV_CloseEnough(edict_t *ent, edict_t *goal, float dist) { int32_t i; for(i = 0 ; i < 3 ; i++) { if(ED_Vector(goal, ED_absmin)[i] > ED_Vector(ent, ED_absmax)[i] + dist) return false; if(ED_Vector(goal, ED_absmax)[i] < ED_Vector(ent, ED_absmin)[i] - dist) return false; } return true; } /* ====================== SV_MoveToGoal ====================== */ void SV_MoveToGoal(void) { edict_t *ent, *goal; float dist; ent = ProgEdict(G_PEdict(GBL_self)); goal = ProgEdict(ED_PEdict(ent, ED_goalentity)); dist = G_Float(GBL_PARM0); if(!((int32_t)ED_Float(ent, ED_flags) & (FL_ONGROUND | FL_FLY | FL_SWIM))) { G_Float(GBL_RETURN) = 0; return; } // if the next step hits the enemy, return immediately if(ProgEdict(ED_PEdict(ent, ED_enemy)) != sv.edicts && SV_CloseEnough(ent, goal, dist)) return; // bump around... if((rand() & 3) == 1 || !SV_StepDirection(ent, ED_Float(ent, ED_ideal_yaw), dist)) { SV_NewChaseDir(ent, goal, dist); } }