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-rw-r--r--src/game/g_buildable.c86
1 files changed, 43 insertions, 43 deletions
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index c685606..3ed1ce6 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1332,11 +1332,6 @@ void AHive_Think( gentity_t *self )
//==================================================================================
-
-
-
-#define HOVEL_TRACE_DEPTH 128.0f
-
/*
================
AHovel_Blocked
@@ -1346,62 +1341,66 @@ Is this hovel entrance blocked?
*/
qboolean AHovel_Blocked( gentity_t *hovel, gentity_t *player, qboolean provideExit )
{
- vec3_t forward, normal, origin, start, end, angles, hovelMaxs;
- vec3_t mins, maxs;
- float displacement;
- trace_t tr;
-
- BG_FindBBoxForBuildable( BA_A_HOVEL, NULL, hovelMaxs );
+ vec3_t mins, maxs;
+ vec3_t hovelMins, hovelMaxs;
+ vec3_t globalMins, globalMaxs;
+ vec3_t traceOrigin, origin, forward, angles;
+ qboolean unlink;
+ trace_t tr;
+
+ BG_FindBBoxForBuildable( BA_A_HOVEL, hovelMins, hovelMaxs );
BG_FindBBoxForClass( player->client->ps.stats[ STAT_PCLASS ],
mins, maxs, NULL, NULL, NULL );
- VectorCopy( hovel->s.origin2, normal );
+ // Compute the Hovel's bbox in global coordinates. Enlarge it by the player's
+ // box so the 'while' loop below is reduced from a box-box intersection to a
+ // simple point-in-box test.
+ VectorAdd( mins, hovelMins, globalMins );
+ VectorAdd( maxs, hovelMaxs, globalMaxs );
+ VectorAdd( globalMins, hovel->s.origin, globalMins );
+ VectorAdd( globalMaxs, hovel->s.origin, globalMaxs );
+
+ // Start a bit above the Hovel because it's about as big as a Granger.
+ VectorMA( hovel->s.origin, 5.0f, hovel->s.origin2, traceOrigin );
+ VectorCopy( traceOrigin, origin );
AngleVectors( hovel->s.angles, forward, NULL, NULL );
- VectorInverse( forward );
+ VectorInverse( forward ); // The model is actually backwards...
- displacement = VectorMaxComponent( maxs ) +
- VectorMaxComponent( hovelMaxs ) + 1.0f;
+ // Keep marching forward until we're just outside the global box. This kind
+ // of problem has simple analytic solutions, but I CBA; computing is cheap.
+ while( origin[ 0 ] >= globalMins[ 0 ] && origin[ 0 ] <= globalMaxs[ 0 ] &&
+ origin[ 1 ] >= globalMins[ 1 ] && origin[ 1 ] <= globalMaxs[ 1 ] &&
+ origin[ 2 ] >= globalMins[ 2 ] && origin[ 2 ] <= globalMaxs[ 2 ] )
+ {
+ VectorMA( origin, 2.0f, forward, origin );
+ }
- VectorMA( hovel->s.origin, displacement, forward, origin );
+ // Make sure the spot is actually reachable.
+ unlink = ( hovel->s.number != ENTITYNUM_NONE ); // Watch out for fake hovels
- VectorCopy( hovel->s.origin, start );
- VectorCopy( origin, end );
+ if( unlink )
+ trap_UnlinkEntity( hovel );
+ trap_Trace( &tr, traceOrigin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID );
+ if( unlink )
+ trap_LinkEntity( hovel );
- // see if there's something between the hovel and its exit
- // (eg built right up against a wall)
- trap_Trace( &tr, start, NULL, NULL, end, player->s.number, MASK_PLAYERSOLID );
- if( tr.fraction < 1.0f )
+ if( tr.startsolid || tr.fraction < 1.0f )
+ {
return qtrue;
-
- vectoangles( forward, angles );
-
- VectorMA( origin, HOVEL_TRACE_DEPTH, normal, start );
-
- //compute a place up in the air to start the real trace
- trap_Trace( &tr, origin, mins, maxs, start, player->s.number, MASK_PLAYERSOLID );
-
- VectorMA( origin, ( HOVEL_TRACE_DEPTH * tr.fraction ) - 1.0f, normal, start );
- VectorMA( origin, -HOVEL_TRACE_DEPTH, normal, end );
-
- trap_Trace( &tr, start, mins, maxs, end, player->s.number, MASK_PLAYERSOLID );
-
- VectorCopy( tr.endpos, origin );
-
- trap_Trace( &tr, origin, mins, maxs, origin, player->s.number, MASK_PLAYERSOLID );
+ }
if( provideExit )
{
G_SetOrigin( player, origin );
VectorCopy( origin, player->client->ps.origin );
// nudge
- VectorMA( normal, 200.0f, forward, player->client->ps.velocity );
+ VectorMA( hovel->s.origin2, 200.0f, forward, player->client->ps.velocity );
+ VectorCopy( hovel->s.angles, angles );
+ angles[ ROLL ] = 0.0f;
G_SetClientViewAngle( player, angles );
}
- if( tr.fraction < 1.0f )
- return qtrue;
- else
- return qfalse;
+ return qfalse;
}
/*
@@ -1419,6 +1418,7 @@ static qboolean APropHovel_Blocked( vec3_t origin, vec3_t angles, vec3_t normal,
VectorCopy( origin, hovel.s.origin );
VectorCopy( angles, hovel.s.angles );
VectorCopy( normal, hovel.s.origin2 );
+ hovel.s.number = ENTITYNUM_NONE;
return AHovel_Blocked( &hovel, player, qfalse );
}