thirtyflightsofloving/tfol/m_move.c

911 lines
22 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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.
*/
// m_move.c -- monster movement
#include "g_local.h"
#define STEPSIZE 18
/*
=============
M_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 M_CheckBottom (edict_t *ent)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
VectorAdd (ent->s.origin, ent->mins, mins);
VectorAdd (ent->s.origin, ent->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 (gi.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 = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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 = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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
=============
*/
//FIXME since we need to test end position contents here, can we avoid doing
//it again later in catagorize position?
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
{
float dz;
vec3_t oldorg, neworg, end;
trace_t trace;
int i;
float stepsize;
float jumpheight;
vec3_t test;
int contents;
qboolean canjump;
float d1, d2;
int jump; // 1=jump up, -1=jump down
vec3_t forward, up;
vec3_t dir;
vec_t dist;
vec_t g1, g2;
edict_t *grenade;
edict_t *target;
// try the move
VectorCopy (ent->s.origin, oldorg);
VectorAdd (ent->s.origin, move, neworg);
AngleVectors(ent->s.angles,forward,NULL,up);
if(ent->enemy)
target = ent->enemy;
else if(ent->movetarget)
target = ent->movetarget;
else
target = NULL;
// flying monsters don't step up
if ( ent->flags & (FL_SWIM | FL_FLY) )
{
// try one move with vertical motion, then one without
for (i=0 ; i<2 ; i++)
{
VectorAdd (ent->s.origin, move, neworg);
if (i == 0 && ent->enemy)
{
if (!ent->goalentity)
ent->goalentity = ent->enemy;
dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
if (ent->goalentity->client)
{
if (dz > 40)
neworg[2] -= 8;
if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
if (dz < 30)
neworg[2] += 8;
}
else
{
if (dz > 8)
neworg[2] -= 8;
else if (dz > 0)
neworg[2] -= dz;
else if (dz < -8)
neworg[2] += 8;
else
neworg[2] += dz;
}
}
trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
// fly monsters don't enter water voluntarily
if (ent->flags & FL_FLY)
{
if (!ent->waterlevel)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
}
// swim monsters don't exit water voluntarily
if (ent->flags & FL_SWIM)
{
if (ent->waterlevel < 2)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (!(contents & MASK_WATER))
return false;
}
}
if (trace.fraction == 1)
{
VectorCopy (trace.endpos, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
if (!ent->enemy)
break;
}
return false;
}
// push down from a step height above the wished position
if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
stepsize = STEPSIZE;
else
stepsize = 1;
neworg[2] += stepsize;
VectorCopy (neworg, end);
end[2] -= stepsize*2;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
// Determine whether monster is capable of and/or should jump
jump = 0;
if((ent->monsterinfo.jump) && !(ent->monsterinfo.aiflags & AI_DUCKED))
{
// Don't jump if path is blocked by monster or player. Otherwise,
// monster might attempt to jump OVER the monster/player, which
// ends up looking a bit goofy. Also don't jump if the monster's
// movement isn't deliberate (target=NULL)
if(trace.ent && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
canjump = false;
else if(target)
{
// Never jump unless it places monster closer to his goal
vec3_t dir;
VectorSubtract(target->s.origin, oldorg, dir);
d1 = VectorLength(dir);
VectorSubtract(target->s.origin, trace.endpos, dir);
d2 = VectorLength(dir);
if(d2 < d1)
canjump = true;
else
canjump = false;
}
else
canjump = false;
}
else
canjump = false;
if (trace.allsolid)
{
if(canjump && (ent->monsterinfo.jumpup > 0))
{
neworg[2] += ent->monsterinfo.jumpup - stepsize;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (!trace.allsolid && !trace.startsolid && trace.fraction > 0 && (trace.plane.normal[2] > 0.9))
{
if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
{
// Good plane to jump on. Make sure monster is more or less facing
// the obstacle to avoid cutting-corners jumps
trace_t tr;
vec3_t p2;
VectorMA(ent->s.origin,1024,forward,p2);
tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID);
if(DotProduct(tr.plane.normal,forward) < -0.95)
{
jump = 1;
jumpheight = trace.endpos[2] - ent->s.origin[2];
}
else
return false;
}
}
else
return false;
}
else
return false;
}
if (trace.startsolid)
{
neworg[2] -= stepsize;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
if (trace.allsolid || trace.startsolid)
return false;
}
// don't go in to water
// Lazarus: misc_actors don't go swimming, but wading is fine
if (ent->monsterinfo.aiflags & AI_ACTOR)
{
// First check for lava/slime under feet - but only if we're not already in
// a liquid
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
if (ent->waterlevel == 0)
{
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & (CONTENTS_LAVA | CONTENTS_SLIME))
return false;
}
test[2] = trace.endpos[2] + ent->viewheight - 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
else if (ent->waterlevel == 0)
{
test[0] = trace.endpos[0];
test[1] = trace.endpos[1];
test[2] = trace.endpos[2] + ent->mins[2] + 1;
contents = gi.pointcontents(test);
if (contents & MASK_WATER)
return false;
}
// Lazarus: Don't intentionally move closer to a grenade,
// but don't perform this check if we're already evading some
// other problem (maybe even this grenade)
if(!(ent->monsterinfo.aiflags & AI_CHASE_THING))
{
grenade = NULL;
while( (grenade=findradius(grenade,neworg,128)) != NULL)
{
if(!grenade->inuse)
continue;
if(!grenade->classname)
continue;
if(!Q_stricmp(grenade->classname,"grenade") || !Q_stricmp(grenade->classname,"hgrenade"))
{
VectorSubtract(grenade->s.origin,oldorg,dir);
g1 = VectorLength(dir);
VectorSubtract(grenade->s.origin,neworg,dir);
g2 = VectorLength(dir);
if(g2 < g1)
return false;
}
}
}
// Lazarus: Don't intentionally walk into lasers.
dist = VectorLength(move);
if(dist > 0.)
{
edict_t *e;
trace_t laser_trace;
vec_t delta;
vec3_t laser_mins, laser_maxs;
vec3_t laser_start, laser_end;
vec3_t monster_mins, monster_maxs;
for(i=game.maxclients+1; i<globals.num_edicts; i++)
{
e = &g_edicts[i];
if(!e->inuse)
continue;
if(!e->classname)
continue;
if(Q_stricmp(e->classname,"target_laser"))
continue;
if(e->svflags & SVF_NOCLIENT)
continue;
if( (e->style == 2) || (e->style == 3))
continue;
if(!gi.inPVS(ent->s.origin,e->s.origin))
continue;
// Check to see if monster is ALREADY in the path of this laser.
// If so, allow the move so he can get out.
VectorMA(e->s.origin,2048,e->movedir,laser_end);
laser_trace = gi.trace(e->s.origin,NULL,NULL,laser_end,NULL,CONTENTS_SOLID|CONTENTS_MONSTER);
if(laser_trace.ent == ent)
continue;
VectorCopy(laser_trace.endpos,laser_end);
laser_mins[0] = min(e->s.origin[0],laser_end[0]);
laser_mins[1] = min(e->s.origin[1],laser_end[1]);
laser_mins[2] = min(e->s.origin[2],laser_end[2]);
laser_maxs[0] = max(e->s.origin[0],laser_end[0]);
laser_maxs[1] = max(e->s.origin[1],laser_end[1]);
laser_maxs[2] = max(e->s.origin[2],laser_end[2]);
monster_mins[0] = min(oldorg[0],trace.endpos[0]) + ent->mins[0];
monster_mins[1] = min(oldorg[1],trace.endpos[1]) + ent->mins[1];
monster_mins[2] = min(oldorg[2],trace.endpos[2]) + ent->mins[2];
monster_maxs[0] = max(oldorg[0],trace.endpos[0]) + ent->maxs[0];
monster_maxs[1] = max(oldorg[1],trace.endpos[1]) + ent->maxs[1];
monster_maxs[2] = max(oldorg[2],trace.endpos[2]) + ent->maxs[2];
if( monster_maxs[0] < laser_mins[0] ) continue;
if( monster_maxs[1] < laser_mins[1] ) continue;
if( monster_maxs[2] < laser_mins[2] ) continue;
if( monster_mins[0] > laser_maxs[0] ) continue;
if( monster_mins[1] > laser_maxs[1] ) continue;
if( monster_mins[2] > laser_maxs[2] ) continue;
// If we arrive here, some part of the bounding box surrounding
// monster's total movement intersects laser bounding box.
// If laser is parallel to x, y, or z, we definitely
// know this move will put monster in path of laser
if ( (e->movedir[0] == 1.) || (e->movedir[1] == 1.) || (e->movedir[2] == 1.))
return false;
// Shift psuedo laser towards monster's current position up to
// the total distance he's proposing moving.
delta = min(16,dist);
VectorNormalize2(move,dir);
while(delta < dist+15.875)
{
if(delta > dist) delta = dist;
VectorMA(e->s.origin, -delta,dir,laser_start);
VectorMA(e->s.old_origin,-delta,dir,laser_end);
laser_trace = gi.trace(laser_start,NULL,NULL,laser_end,world,CONTENTS_SOLID|CONTENTS_MONSTER);
if(laser_trace.ent == ent)
return false;
delta += 16;
}
}
}
if ((trace.fraction == 1) && !jump && canjump && (ent->monsterinfo.jumpdn > 0))
{
end[2] = oldorg[2] + move[2] - ent->monsterinfo.jumpdn;
trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID | MASK_WATER);
if(trace.fraction < 1 && (trace.plane.normal[2] > 0.9) && (trace.contents & MASK_SOLID) && (neworg[2] - 16 > trace.endpos[2]))
{
if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
jump = -1;
}
}
if ((trace.fraction == 1) && !jump)
{
// if monster had the ground pulled out, go ahead and fall
if ( ent->flags & FL_PARTIALGROUND )
{
VectorAdd (ent->s.origin, move, ent->s.origin);
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
ent->groundentity = NULL;
return true;
}
return false; // walked off an edge
}
// check point traces down for dangling corners
VectorCopy (trace.endpos, ent->s.origin);
if(!jump)
{
qboolean skip = false;
// if monster CAN jump down, and a position just a bit forward would be
// a good jump-down spot, allow (briefly) !M_CheckBottom
if (canjump && target && (target->s.origin[2] < ent->s.origin[2]) && (ent->monsterinfo.jumpdn > 0))
{
vec3_t p1, p2;
trace_t tr;
VectorMA(oldorg,48,forward,p1);
tr = gi.trace(ent->s.origin, ent->mins, ent->maxs, p1, ent, MASK_MONSTERSOLID);
if(tr.fraction == 1)
{
p2[0] = p1[0];
p2[1] = p1[1];
p2[2] = p1[2] - ent->monsterinfo.jumpdn;
tr = gi.trace(p1,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID | MASK_WATER);
if(tr.fraction < 1 && (tr.plane.normal[2] > 0.9) && (tr.contents & MASK_SOLID) && (p1[2] - 16 > tr.endpos[2]))
{
if(!tr.ent || (!tr.ent->client && !(tr.ent->svflags & SVF_MONSTER) && !(tr.ent->svflags & SVF_DEADMONSTER)))
{
VectorSubtract(target->s.origin, tr.endpos, dir);
d2 = VectorLength(dir);
if(d2 < d1)
skip = true;
}
}
}
}
if (!skip)
{
if (!M_CheckBottom (ent))
{
if ( ent->flags & FL_PARTIALGROUND )
{ // entity had floor mostly pulled out from underneath it
// and is trying to correct
if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
VectorCopy (oldorg, ent->s.origin);
return false;
}
}
}
if ( ent->flags & FL_PARTIALGROUND )
{
ent->flags &= ~FL_PARTIALGROUND;
}
ent->groundentity = trace.ent;
if(trace.ent)
ent->groundentity_linkcount = trace.ent->linkcount;
// the move is ok
if(jump)
{
VectorScale(move, 10, ent->velocity);
if(jump > 0)
{
ent->monsterinfo.jump(ent);
ent->velocity[2] = 2.5*jumpheight + 80;
}
else
{
ent->velocity[2] = max(ent->velocity[2],100);
if(oldorg[2] - ent->s.origin[2] > 48)
ent->s.origin[2] = oldorg[2] + ent->velocity[2]*FRAMETIME;
}
if(relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
}
else if (relink)
{
gi.linkentity (ent);
G_TouchTriggers (ent);
}
return true;
}
//============================================================================
/*
===============
M_ChangeYaw
===============
*/
void M_ChangeYaw (edict_t *ent)
{
float ideal;
float current;
float move;
float speed;
current = anglemod(ent->s.angles[YAW]);
ideal = ent->ideal_yaw;
if (current == ideal)
return;
move = ideal - current;
speed = ent->yaw_speed;
if (ideal > current)
{
if (move >= 180)
move = move - 360;
}
else
{
if (move <= -180)
move = move + 360;
}
if (move > 0)
{
if (move > speed)
move = speed;
}
else
{
if (move < -speed)
move = -speed;
}
ent->s.angles[YAW] = anglemod (current + move);
}
/*
======================
SV_StepDirection
Turns to the movement direction, and walks the current distance if
facing it.
======================
*/
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
{
vec3_t move, oldorigin;
float delta;
ent->ideal_yaw = yaw;
M_ChangeYaw (ent);
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
VectorCopy (ent->s.origin, oldorigin);
if (SV_movestep (ent, move, false))
{
delta = ent->s.angles[YAW] - ent->ideal_yaw;
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
VectorCopy (oldorigin, ent->s.origin);
}
gi.linkentity (ent);
G_TouchTriggers (ent);
return true;
}
gi.linkentity (ent);
G_TouchTriggers (ent);
return false;
}
/*
======================
SV_FixCheckBottom
======================
*/
void SV_FixCheckBottom (edict_t *ent)
{
ent->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;
//FIXME: how did we get here with no enemy
if (!enemy)
return;
if(actor->flags & FL_ROBOT)
olddir = anglemod( (int)(actor->ideal_yaw+0.5) );
else
olddir = anglemod( (int)(actor->ideal_yaw/45)*45 );
turnaround = anglemod(olddir - 180);
deltax = enemy->s.origin[0] - actor->s.origin[0];
deltay = enemy->s.origin[1] - actor->s.origin[1];
if(actor->flags & FL_ROBOT)
{
d[1] = d[2] = olddir;
}
else
{
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(actor->flags & FL_ROBOT)
tdir = d[1];
else
{
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;
}
// Robots give up if direct path doesn't work
if(actor->flags & FL_ROBOT)
{
actor->ideal_yaw = olddir; // can't move
if (!M_CheckBottom (actor))
SV_FixCheckBottom (actor);
}
// 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;
if (actor->inuse && (actor->health > 0) && actor->monsterinfo.blocked) {
if (actor->monsterinfo.blocked(actor, 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->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 (!M_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->absmin[i] > ent->absmax[i] + dist)
return false;
if (goal->absmax[i] < ent->absmin[i] - dist)
return false;
}
return true;
}
/*
======================
M_MoveToGoal
======================
*/
extern mmove_t actor_move_run;
extern mmove_t actor_move_stand;
extern mmove_t actor_move_walk;
void M_MoveToGoal (edict_t *ent, float dist)
{
edict_t *goal;
goal = ent->goalentity;
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return;
// Lazarus range checks
if (!(ent->monsterinfo.aiflags & (AI_CHASE_THING | AI_CHICKEN)))
{
if (ent->enemy && (ent->monsterinfo.min_range > 0) && ((goal==ent->enemy) || !goal) ) {
float dist;
dist = realrange(ent,ent->enemy);
if(dist < ent->monsterinfo.min_range)
{
ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE);
ent->monsterinfo.rangetime = level.time + 0.5;
ent->monsterinfo.stand(ent);
return;
}
}
if ((ent->enemy) && (level.time > ent->monsterinfo.rangetime + 0.5) && ((goal==ent->enemy) || !goal) )
{
float dist;
dist = realrange(ent,ent->enemy);
if((dist < ent->monsterinfo.ideal_range[0]) && (rand() & 3))
{
ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE);
ent->monsterinfo.rangetime = level.time + 1.0;
ent->monsterinfo.stand(ent);
return;
}
if((dist < ent->monsterinfo.ideal_range[1]) && (dist > ent->monsterinfo.ideal_range[0]) && (rand() & 1))
{
ent->monsterinfo.aiflags |= (AI_STAND_GROUND | AI_RANGE_PAUSE);
ent->monsterinfo.rangetime = level.time + 0.2;
ent->monsterinfo.stand(ent);
return;
}
}
}
if( (ent->monsterinfo.aiflags & AI_FOLLOW_LEADER) &&
(ent->movetarget) &&
(ent->movetarget->inuse) &&
(ent->movetarget->health > 0) ) {
if(ent->enemy)
ent->monsterinfo.currentmove = &actor_move_run;
else
{
float R;
R = realrange(ent,ent->movetarget);
if(R > ACTOR_FOLLOW_RUN_RANGE)
ent->monsterinfo.currentmove = &actor_move_run;
else if(R < ACTOR_FOLLOW_STAND_RANGE && ent->movetarget->client) {
ent->monsterinfo.pausetime = level.time + 0.5;
ent->monsterinfo.currentmove = &actor_move_stand;
return;
}
else
ent->monsterinfo.currentmove = &actor_move_walk;
}
}
// If the next step hits the enemy, return immediately. Don't do this for
// AI_CHASE_THING, since we want monster to actually touch or pass through
// "thing"
if (ent->enemy && !(ent->monsterinfo.aiflags & AI_CHASE_THING) && SV_CloseEnough (ent, ent->enemy, dist) )
return;
// bump around...
if ( (rand()&3)==1 || !SV_StepDirection (ent, ent->ideal_yaw, dist))
{
if (ent->inuse)
SV_NewChaseDir (ent, goal, dist);
}
}
/*
===============
M_walkmove
===============
*/
qboolean M_walkmove (edict_t *ent, float yaw, float dist)
{
vec3_t move;
if (!ent->groundentity && !(ent->flags & (FL_FLY|FL_SWIM)))
return false;
yaw = yaw*M_PI*2 / 360;
move[0] = cos(yaw)*dist;
move[1] = sin(yaw)*dist;
move[2] = 0;
return SV_movestep(ent, move, true);
}