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Xash3DArchive/engine/server/sv_move.c
2022-06-27 01:14:52 +03:00

365 lines
8.8 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// sv_move.c - monsters movement
//=======================================================================
#include "common.h"
#include "mathlib.h"
#include "matrix_lib.h"
#include "server.h"
#include "const.h"
/*
=============
SV_CheckBottom
Returns false if any part of the bottom of the entity is off an edge that
is not a staircase.
=============
*/
bool SV_CheckBottom( edict_t *ent )
{
vec3_t mins, maxs, start, stop;
float mid, bottom;
trace_t trace;
int x, y;
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;
}
}
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]) * 0.5f;
start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f;
stop[2] = start[2] - 2 * sv_stepheight->value;
trace = SV_Move( start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent );
if( trace.flFraction == 1.0f )
return false;
mid = bottom = trace.vecEndPos[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, MOVE_NOMONSTERS, ent );
if( trace.flFraction != 1.0f && trace.vecEndPos[2] > bottom )
bottom = trace.vecEndPos[2];
if( trace.flFraction == 1.0f || mid - trace.vecEndPos[2] > sv_stepheight->value )
return false;
}
}
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 and false is returned
=============
*/
bool SV_movestep( edict_t *ent, vec3_t move, bool relink, bool noenemy, bool settrace )
{
float dz;
vec3_t oldorg, neworg;
vec3_t end, endpos;
edict_t *enemy;
trace_t trace;
int i;
// try the move
VectorCopy (ent->v.origin, oldorg);
VectorAdd (ent->v.origin, move, neworg);
// flying monsters don't step up
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 );
if( noenemy ) enemy = EDICT_NUM( 0 );
else
{
enemy = ent->v.enemy;
if( i == 0 && enemy != EDICT_NUM( 0 ))
{
dz = ent->v.origin[2] - 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, MOVE_NORMAL, ent );
if( trace.flFraction == 1.0f )
{
VectorCopy( trace.vecEndPos, endpos );
if( ent->v.flags & FL_SWIM && SV_PointContents( endpos ) == CONTENTS_EMPTY )
return false; // swim monster left water
VectorCopy( endpos, ent->v.origin );
if( relink ) SV_LinkEdict( ent, true );
return true;
}
if( enemy == EDICT_NUM( 0 )) break;
}
return false;
}
// push down from a step height above the wished position
neworg[2] += sv_stepheight->value;
VectorCopy( neworg, end );
end[2] -= sv_stepheight->value * 2;
trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
if( trace.fAllSolid )
return false;
if( trace.fStartSolid )
{
neworg[2] -= sv_stepheight->value;
trace = SV_Move( neworg, ent->v.mins, ent->v.maxs, end, MOVE_NORMAL, ent );
if( trace.fAllSolid || trace.fStartSolid )
return false;
}
if( trace.flFraction == 1.0f )
{
// if monster had the ground pulled out, go ahead and fall
if( ent->v.flags & FL_PARTIALONGROUND )
{
VectorAdd( ent->v.origin, move, ent->v.origin );
if( relink ) SV_LinkEdict( ent, true );
ent->v.flags &= ~FL_ONGROUND;
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy( trace.vecEndPos, ent->v.origin );
if(!SV_CheckBottom( ent ))
{
if( ent->v.flags & FL_PARTIALONGROUND )
{
// 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( ent->v.flags & FL_PARTIALONGROUND )
ent->v.flags &= ~FL_PARTIALONGROUND;
ent->v.groundentity = trace.pHit;
// 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.
======================
*/
bool SV_StepDirection( edict_t *ent, float yaw, float dist )
{
vec3_t move, oldorigin;
float delta;
ent->v.ideal_yaw = yaw;
ent->v.angles[1] = SV_AngleMod( ent->v.ideal_yaw, anglemod( ent->v.angles[1] ), ent->v.yaw_speed );
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, false, 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 )
{
ent->v.flags |= FL_PARTIALONGROUND;
}
/*
================
SV_NewChaseDir
================
*/
void SV_NewChaseDir( edict_t *actor, edict_t *enemy, float dist )
{
float deltax, deltay;
float d[3], 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] = -1;
if( deltay < -10 ) d[2] = 270;
else if( deltay > 10 ) d[2] = 90;
else d[2] = -1;
// try direct route
if( d[1] != -1 && d[2] != -1 )
{
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 ) || fabs(deltay) > fabs( deltax ))
{
tdir = d[1];
d[1] = d[2];
d[2] = tdir;
}
if( d[1] != -1 && d[1] != turnaround && SV_StepDirection( actor, d[1], dist ))
return;
if( d[2] != -1 && 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 && SV_StepDirection( actor, olddir, dist ))
return;
// randomly determine direction of search
if( rand() & 1 )
{
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 != -1 && 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
======================
*/
bool 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
======================
*/
bool SV_MoveToGoal( edict_t *ent, edict_t *goal, float dist )
{
if(!(ent->v.flags & (FL_FLY|FL_SWIM|FL_ONGROUND)))
{
return false;
}
// if the next step hits the enemy, return immediately
if( ent->v.enemy != EDICT_NUM( 0 ) && SV_CloseEnough( ent, goal, dist ))
return false;
// bump around...
if(( rand() & 3) == 1 || !SV_StepDirection( ent, ent->v.ideal_yaw, dist ))
{
SV_NewChaseDir( ent, goal, dist );
}
return true;
}