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| author | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
|---|---|---|
| committer | Franklin Wei <git@fwei.tk> | 2018-02-11 15:34:30 -0500 |
| commit | 33bfba86222efb6cc5b271b3e12b6cf3f38836c5 (patch) | |
| tree | 8a7f11e101af6a094b4b86d3c0b9d72793005ed3 /apps/plugins/sdl/progs/quake/sv_move.c | |
| parent | 8dd00a02d49a99997165a4c38a967738e90ba72f (diff) | |
| download | rockbox-duke3d.zip rockbox-duke3d.tar.gz rockbox-duke3d.tar.bz2 rockbox-duke3d.tar.xz | |
Quake: attempt 2duke3d
Change-Id: I4285036e967d7f0722802d43cf2096c808ca5799
Diffstat (limited to 'apps/plugins/sdl/progs/quake/sv_move.c')
| -rw-r--r-- | apps/plugins/sdl/progs/quake/sv_move.c | 427 |
1 files changed, 427 insertions, 0 deletions
diff --git a/apps/plugins/sdl/progs/quake/sv_move.c b/apps/plugins/sdl/progs/quake/sv_move.c new file mode 100644 index 0000000..a0078b9 --- /dev/null +++ b/apps/plugins/sdl/progs/quake/sv_move.c @@ -0,0 +1,427 @@ +/* +Copyright (C) 1996-1997 Id Software, Inc. + +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 "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; + +qboolean SV_CheckBottom (edict_t *ent) +{ + vec3_t mins, maxs, start, stop; + trace_t trace; + int x, y; + float mid, bottom; + + 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; + 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 +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) +{ + 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 + if ( (int)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 = 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]; + if (dz > 40) + neworg[2] -= 8; + if (dz < 30) + neworg[2] += 8; + } + trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent); + + if (trace.fraction == 1) + { + if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY ) + return false; // swim monster left water + + VectorCopy (trace.endpos, ent->v.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, ent->v.mins, ent->v.maxs, end, false, ent); + + 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 (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; + + 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; + + VectorCopy (ent->v.origin, oldorigin); + if (SV_movestep (ent, move, false)) + { + 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; + 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 (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(deltay)>abs(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); + +} + +/* +====================== +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; +#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); + } +} + |