Пример #1
0
        /// <summary>
        /// SV_NewChaseDir
        /// </summary>
        private void NewChaseDir(MemoryEdict actor, MemoryEdict enemy, Single dist)
        {
            var olddir     = MathLib.AngleMod(( Int32 )(actor.v.ideal_yaw / 45) * 45);
            var turnaround = MathLib.AngleMod(olddir - 180);

            var deltax = enemy.v.origin.x - actor.v.origin.x;
            var deltay = enemy.v.origin.y - actor.v.origin.y;
            var d      = SetupChaseDirection(deltax, deltay);

            // try direct route
            if (!TryDirectChaseRoute(d, turnaround, actor, dist))
            {
                return;
            }

            // try other directions
            if (!TryAlternateChaseRoute(d, turnaround, actor, dist, deltax, deltay))
            {
                return;
            }

            // there is no direct path to the player, so pick another direction
            if (olddir != DI_NODIR && StepDirection(actor, olddir, dist))
            {
                return;
            }

            // Randomly determine direction of search
            if (!TryRandomChaseDir(turnaround, actor, 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 (!CheckBottom(actor))
            {
                FixCheckBottom(actor);
            }
        }
Пример #2
0
        /// <summary>
        /// SV_NewChaseDir
        /// </summary>
        private void NewChaseDir(MemoryEdict actor, MemoryEdict enemy, Single dist)
        {
            var olddir     = MathLib.AngleMod(( Int32 )(actor.v.ideal_yaw / 45) * 45);
            var turnaround = MathLib.AngleMod(olddir - 180);

            var      deltax = enemy.v.origin.x - actor.v.origin.x;
            var      deltay = enemy.v.origin.y - actor.v.origin.y;
            Vector3f d;

            if (deltax > 10)
            {
                d.y = 0;
            }
            else if (deltax < -10)
            {
                d.y = 180;
            }
            else
            {
                d.y = DI_NODIR;
            }
            if (deltay < -10)
            {
                d.z = 270;
            }
            else if (deltay > 10)
            {
                d.z = 90;
            }
            else
            {
                d.z = DI_NODIR;
            }

            // try direct route
            Single tdir;

            if (d.y != DI_NODIR && d.z != DI_NODIR)
            {
                if (d.y == 0)
                {
                    tdir = (d.z == 90 ? 45 : 315);
                }
                else
                {
                    tdir = (d.z == 90 ? 135 : 215);
                }

                if (tdir != turnaround && StepDirection(actor, tdir, dist))
                {
                    return;
                }
            }

            // try other directions
            if (((MathLib.Random() & 3) & 1) != 0 || Math.Abs(deltay) > Math.Abs(deltax))
            {
                tdir = d.y;
                d.y  = d.z;
                d.z  = tdir;
            }

            if (d.y != DI_NODIR && d.y != turnaround && StepDirection(actor, d.y, dist))
            {
                return;
            }

            if (d.z != DI_NODIR && d.z != turnaround && StepDirection(actor, d.z, dist))
            {
                return;
            }

            // there is no direct path to the player, so pick another direction

            if (olddir != DI_NODIR && StepDirection(actor, olddir, dist))
            {
                return;
            }

            if ((MathLib.Random() & 1) != 0)            //randomly determine direction of search
            {
                for (tdir = 0; tdir <= 315; tdir += 45)
                {
                    if (tdir != turnaround && StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }
            else
            {
                for (tdir = 315; tdir >= 0; tdir -= 45)
                {
                    if (tdir != turnaround && StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }

            if (turnaround != DI_NODIR && 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 (!CheckBottom(actor))
            {
                FixCheckBottom(actor);
            }
        }
Пример #3
0
        /// <summary>
        /// SV_NewChaseDir
        /// </summary>
        private void NewChaseDir(MemoryEdict actor, MemoryEdict enemy, float dist)
        {
            var olddir     = MathLib.AngleMod(( int )(actor.v.ideal_yaw / 45) * 45);
            var turnaround = MathLib.AngleMod(olddir - 180);

            var     deltax = enemy.v.origin.X - actor.v.origin.X;
            var     deltay = enemy.v.origin.Y - actor.v.origin.Y;
            Vector3 d;

            if (deltax > 10)
            {
                d.Y = 0;
            }
            else if (deltax < -10)
            {
                d.Y = 180;
            }
            else
            {
                d.Y = server.DI_NODIR;
            }
            if (deltay < -10)
            {
                d.Z = 270;
            }
            else if (deltay > 10)
            {
                d.Z = 90;
            }
            else
            {
                d.Z = server.DI_NODIR;
            }

            // try direct route
            float tdir;

            if (d.Y != server.DI_NODIR && d.Z != server.DI_NODIR)
            {
                if (d.Y == 0)
                {
                    tdir = d.Z == 90 ? 45 : 315;
                }
                else
                {
                    tdir = d.Z == 90 ? 135 : 215;
                }

                if (tdir != turnaround && this.StepDirection(actor, tdir, dist))
                {
                    return;
                }
            }

            // try other directions
            if ((MathLib.Random() & 3 & 1) != 0 || Math.Abs(deltay) > Math.Abs(deltax))
            {
                tdir = d.Y;
                d.Y  = d.Z;
                d.Z  = tdir;
            }

            if (d.Y != server.DI_NODIR && d.Y != turnaround && this.StepDirection(actor, d.Y, dist))
            {
                return;
            }

            if (d.Z != server.DI_NODIR && d.Z != turnaround && this.StepDirection(actor, d.Z, dist))
            {
                return;
            }

            // there is no direct path to the player, so pick another direction

            if (olddir != server.DI_NODIR && this.StepDirection(actor, olddir, dist))
            {
                return;
            }

            if ((MathLib.Random() & 1) != 0)            //randomly determine direction of search
            {
                for (tdir = 0; tdir <= 315; tdir += 45)
                {
                    if (tdir != turnaround && this.StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }
            else
            {
                for (tdir = 315; tdir >= 0; tdir -= 45)
                {
                    if (tdir != turnaround && this.StepDirection(actor, tdir, dist))
                    {
                        return;
                    }
                }
            }

            if (turnaround != server.DI_NODIR && this.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 (!this.CheckBottom(actor))
            {
                this.FixCheckBottom(actor);
            }
        }
Пример #4
0
        /// <summary>
        /// CL_RelinkEntities
        /// </summary>
        private void RelinkEntities()
        {
            // determine partial update time
            var frac = this.LerpPoint();

            this.NumVisEdicts = 0;

            //
            // interpolate player info
            //
            this.cl.velocity = this.cl.mvelocity[1] + frac * (this.cl.mvelocity[0] - this.cl.mvelocity[1]);

            if (this.cls.demoplayback)
            {
                // interpolate the angles
                var angleDelta = this.cl.mviewangles[0] - this.cl.mviewangles[1];
                MathLib.CorrectAngles180(ref angleDelta);
                this.cl.viewangles = this.cl.mviewangles[1] + frac * angleDelta;
            }

            var bobjrotate = MathLib.AngleMod(100 * this.cl.time);

            // start on the entity after the world
            for (var i = 1; i < this.cl.num_entities; i++)
            {
                var ent = this._Entities[i];
                if (ent.model == null)
                {
                    // empty slot
                    if (ent.forcelink)
                    {
                        this.Host.RenderContext.RemoveEfrags(ent);      // just became empty
                    }
                    continue;
                }

                // if the object wasn't included in the last packet, remove it
                if (ent.msgtime != this.cl.mtime[0])
                {
                    ent.model = null;
                    continue;
                }

                var oldorg = ent.origin;

                if (ent.forcelink)
                {
                    // the entity was not updated in the last message
                    // so move to the final spot
                    ent.origin = ent.msg_origins[0];
                    ent.angles = ent.msg_angles[0];
                }
                else
                {
                    // if the delta is large, assume a teleport and don't lerp
                    var f     = frac;
                    var delta = ent.msg_origins[0] - ent.msg_origins[1];
                    if (Math.Abs(delta.X) > 100 || Math.Abs(delta.Y) > 100 || Math.Abs(delta.Z) > 100)
                    {
                        f = 1; // assume a teleportation, not a motion
                    }
                    // interpolate the origin and angles
                    ent.origin = ent.msg_origins[1] + f * delta;
                    var angleDelta = ent.msg_angles[0] - ent.msg_angles[1];
                    MathLib.CorrectAngles180(ref angleDelta);
                    ent.angles = ent.msg_angles[1] + f * angleDelta;
                }

                // rotate binary objects locally
                if (ent.model.Flags.HasFlag(EntityFlags.Rotate))
                {
                    ent.angles.Y = bobjrotate;
                }

                if ((ent.effects & EntityEffects.EF_BRIGHTFIELD) != 0)
                {
                    this.Host.RenderContext.Particles.EntityParticles(this.Host.Client.cl.time, ent.origin);
                }

                if ((ent.effects & EntityEffects.EF_MUZZLEFLASH) != 0)
                {
                    var dl = this.AllocDlight(i);
                    dl.origin    = ent.origin;
                    dl.origin.Z += 16;
                    Vector3 fv, rv, uv;
                    MathLib.AngleVectors(ref ent.angles, out fv, out rv, out uv);
                    dl.origin  += fv * 18;
                    dl.radius   = 200 + (MathLib.Random() & 31);
                    dl.minlight = 32;
                    dl.die      = ( float )this.cl.time + 0.1f;
                }
                if ((ent.effects & EntityEffects.EF_BRIGHTLIGHT) != 0)
                {
                    var dl = this.AllocDlight(i);
                    dl.origin    = ent.origin;
                    dl.origin.Z += 16;
                    dl.radius    = 400 + (MathLib.Random() & 31);
                    dl.die       = ( float )this.cl.time + 0.001f;
                }
                if ((ent.effects & EntityEffects.EF_DIMLIGHT) != 0)
                {
                    var dl = this.AllocDlight(i);
                    dl.origin = ent.origin;
                    dl.radius = 200 + (MathLib.Random() & 31);
                    dl.die    = ( float )this.cl.time + 0.001f;
                }

                if (ent.model.Flags.HasFlag(EntityFlags.Gib))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 2);
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.ZomGib))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 4);
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.Tracer))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 3);
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.Tracer2))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 5);
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.Rocket))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 0);
                    var dl = this.AllocDlight(i);
                    dl.origin = ent.origin;
                    dl.radius = 200;
                    dl.die    = ( float )this.cl.time + 0.01f;
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.Grenade))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 1);
                }
                else if (ent.model.Flags.HasFlag(EntityFlags.Tracer3))
                {
                    this.Host.RenderContext.Particles.RocketTrail(this.Host.Client.cl.time, ref oldorg, ref ent.origin, 6);
                }

                ent.forcelink = false;

                if (i == this.cl.viewentity && !this.Host.ChaseView.IsActive)
                {
                    continue;
                }

                if (this.NumVisEdicts < ClientDef.MAX_VISEDICTS)
                {
                    this._VisEdicts[this.NumVisEdicts] = ent;
                    this.NumVisEdicts++;
                }
            }
        }