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/*
* Copyright (C) 1997-2001 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.
*
* =======================================================================
*
* The player trail, used by monsters to locate the player.
*
* =======================================================================
*/
#include "../header/local.h"
/*
* ==============================================================================
*
* PLAYER TRAIL
*
* ==============================================================================
*
* This is a circular list containing the a list of points of where
* the player has been recently. It is used by monsters for pursuit.
*
* .origin the spot
* .owner forward link
* .aiment backward link
*/
#define TRAIL_LENGTH 8
edict_t *trail[TRAIL_LENGTH];
int trail_head;
qboolean trail_active = false;
#define NEXT(n) (((n) + 1) & (TRAIL_LENGTH - 1))
#define PREV(n) (((n) - 1) & (TRAIL_LENGTH - 1))
void
PlayerTrail_Init(void)
{
int n;
if (deathmatch->value)
{
return;
}
for (n = 0; n < TRAIL_LENGTH; n++)
{
trail[n] = G_Spawn();
trail[n]->classname = "player_trail";
}
trail_head = 0;
trail_active = true;
}
void
PlayerTrail_Add(vec3_t spot)
{
vec3_t temp;
if (!trail_active)
{
return;
}
VectorCopy(spot, trail[trail_head]->s.origin);
trail[trail_head]->timestamp = level.time;
VectorSubtract(spot, trail[PREV(trail_head)]->s.origin, temp);
trail[trail_head]->s.angles[1] = vectoyaw(temp);
trail_head = NEXT(trail_head);
}
void
PlayerTrail_New(vec3_t spot)
{
if (!trail_active)
{
return;
}
PlayerTrail_Init();
PlayerTrail_Add(spot);
}
edict_t *
PlayerTrail_PickFirst(edict_t *self)
{
int marker;
int n;
if (!trail_active)
{
return NULL;
}
for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
{
if (trail[marker]->timestamp <= self->monsterinfo.trail_time)
{
marker = NEXT(marker);
}
else
{
break;
}
}
if (visible(self, trail[marker]))
{
return trail[marker];
}
if (visible(self, trail[PREV(marker)]))
{
return trail[PREV(marker)];
}
return trail[marker];
}
edict_t *
PlayerTrail_PickNext(edict_t *self)
{
int marker;
int n;
if (!trail_active)
{
return NULL;
}
for (marker = trail_head, n = TRAIL_LENGTH; n; n--)
{
if (trail[marker]->timestamp <= self->monsterinfo.trail_time)
{
marker = NEXT(marker);
}
else
{
break;
}
}
return trail[marker];
}
edict_t *
PlayerTrail_LastSpot(void)
{
return trail[PREV(trail_head)];
}
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