mirror of
https://github.com/blendogames/thirtyflightsofloving.git
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910 lines
22 KiB
C
910 lines
22 KiB
C
/*
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===========================================================================
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Copyright (C) 1997-2001 Id Software, Inc.
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Copyright (C) 2000-2002 Mr. Hyde and Mad Dog
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This file is part of Lazarus Quake 2 Mod source code.
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Lazarus Quake 2 Mod source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Lazarus Quake 2 Mod source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lazarus Quake 2 Mod source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// m_move.c -- monster movement
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#include "g_local.h"
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#define STEPSIZE 18
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/*
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=============
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M_CheckBottom
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Returns false if any part of the bottom of the entity is off an edge that
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is not a staircase.
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=============
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*/
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int c_yes, c_no;
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qboolean M_CheckBottom (edict_t *ent)
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{
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vec3_t mins, maxs, start, stop;
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trace_t trace;
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int x, y;
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float mid, bottom;
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VectorAdd (ent->s.origin, ent->mins, mins);
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VectorAdd (ent->s.origin, ent->maxs, maxs);
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// if all of the points under the corners are solid world, don't bother
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// with the tougher checks
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// the corners must be within 16 of the midpoint
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start[2] = mins[2] - 1;
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = x ? maxs[0] : mins[0];
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start[1] = y ? maxs[1] : mins[1];
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if (gi.pointcontents (start) != CONTENTS_SOLID)
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goto realcheck;
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}
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c_yes++;
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return true; // we got out easy
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realcheck:
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c_no++;
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//
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// check it for real...
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//
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start[2] = mins[2];
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// the midpoint must be within 16 of the bottom
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start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
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start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
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stop[2] = start[2] - 2*STEPSIZE;
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trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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if (trace.fraction == 1.0)
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return false;
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mid = bottom = trace.endpos[2];
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// the corners must be within 16 of the midpoint
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for (x=0 ; x<=1 ; x++)
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for (y=0 ; y<=1 ; y++)
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{
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start[0] = stop[0] = x ? maxs[0] : mins[0];
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start[1] = stop[1] = y ? maxs[1] : mins[1];
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trace = gi.trace (start, vec3_origin, vec3_origin, stop, ent, MASK_MONSTERSOLID);
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if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
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bottom = trace.endpos[2];
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if (trace.fraction == 1.0 || mid - trace.endpos[2] > STEPSIZE)
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return false;
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}
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c_yes++;
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return true;
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}
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/*
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=============
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SV_movestep
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Called by monster program code.
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The move will be adjusted for slopes and stairs, but if the move isn't
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possible, no move is done, false is returned, and
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pr_global_struct->trace_normal is set to the normal of the blocking wall
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=============
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*/
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//FIXME since we need to test end position contents here, can we avoid doing
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//it again later in catagorize position?
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qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
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{
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float dz;
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vec3_t oldorg, neworg, end;
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trace_t trace;
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int i;
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float stepsize;
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float jumpheight;
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vec3_t test;
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int contents;
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qboolean canjump;
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float d1, d2;
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int jump; // 1=jump up, -1=jump down
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vec3_t forward, up;
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vec3_t dir;
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vec_t dist;
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vec_t g1, g2;
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edict_t *grenade;
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edict_t *target;
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// try the move
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VectorCopy (ent->s.origin, oldorg);
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VectorAdd (ent->s.origin, move, neworg);
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AngleVectors(ent->s.angles,forward,NULL,up);
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if(ent->enemy)
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target = ent->enemy;
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else if(ent->movetarget)
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target = ent->movetarget;
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else
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target = NULL;
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// flying monsters don't step up
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if ( ent->flags & (FL_SWIM | FL_FLY) )
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{
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// try one move with vertical motion, then one without
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for (i=0 ; i<2 ; i++)
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{
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VectorAdd (ent->s.origin, move, neworg);
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if (i == 0 && ent->enemy)
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{
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if (!ent->goalentity)
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ent->goalentity = ent->enemy;
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dz = ent->s.origin[2] - ent->goalentity->s.origin[2];
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if (ent->goalentity->client)
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{
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if (dz > 40)
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neworg[2] -= 8;
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if (!((ent->flags & FL_SWIM) && (ent->waterlevel < 2)))
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if (dz < 30)
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neworg[2] += 8;
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}
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else
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{
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if (dz > 8)
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neworg[2] -= 8;
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else if (dz > 0)
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neworg[2] -= dz;
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else if (dz < -8)
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neworg[2] += 8;
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else
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neworg[2] += dz;
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}
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}
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trace = gi.trace (ent->s.origin, ent->mins, ent->maxs, neworg, ent, MASK_MONSTERSOLID);
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// fly monsters don't enter water voluntarily
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if (ent->flags & FL_FLY)
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{
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if (!ent->waterlevel)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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return false;
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}
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}
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// swim monsters don't exit water voluntarily
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if (ent->flags & FL_SWIM)
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{
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if (ent->waterlevel < 2)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (!(contents & MASK_WATER))
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return false;
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}
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}
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if (trace.fraction == 1)
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{
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VectorCopy (trace.endpos, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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}
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return true;
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}
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if (!ent->enemy)
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break;
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}
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return false;
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}
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// push down from a step height above the wished position
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if (!(ent->monsterinfo.aiflags & AI_NOSTEP))
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stepsize = STEPSIZE;
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else
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stepsize = 1;
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neworg[2] += stepsize;
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VectorCopy (neworg, end);
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end[2] -= stepsize*2;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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// Determine whether monster is capable of and/or should jump
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jump = 0;
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if((ent->monsterinfo.jump) && !(ent->monsterinfo.aiflags & AI_DUCKED))
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{
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// Don't jump if path is blocked by monster or player. Otherwise,
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// monster might attempt to jump OVER the monster/player, which
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// ends up looking a bit goofy. Also don't jump if the monster's
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// movement isn't deliberate (target=NULL)
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if(trace.ent && (trace.ent->client || (trace.ent->svflags & SVF_MONSTER)))
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canjump = false;
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else if(target)
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{
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// Never jump unless it places monster closer to his goal
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vec3_t dir;
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VectorSubtract(target->s.origin, oldorg, dir);
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d1 = VectorLength(dir);
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VectorSubtract(target->s.origin, trace.endpos, dir);
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d2 = VectorLength(dir);
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if(d2 < d1)
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canjump = true;
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else
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canjump = false;
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}
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else
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canjump = false;
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}
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else
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canjump = false;
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if (trace.allsolid)
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{
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if(canjump && (ent->monsterinfo.jumpup > 0))
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{
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neworg[2] += ent->monsterinfo.jumpup - stepsize;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (!trace.allsolid && !trace.startsolid && trace.fraction > 0 && (trace.plane.normal[2] > 0.9))
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{
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if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
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{
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// Good plane to jump on. Make sure monster is more or less facing
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// the obstacle to avoid cutting-corners jumps
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trace_t tr;
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vec3_t p2;
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VectorMA(ent->s.origin,1024,forward,p2);
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tr = gi.trace(ent->s.origin,ent->mins,ent->maxs,p2,ent,MASK_MONSTERSOLID);
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if(DotProduct(tr.plane.normal,forward) < -0.95)
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{
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jump = 1;
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jumpheight = trace.endpos[2] - ent->s.origin[2];
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}
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else
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return false;
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}
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}
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else
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return false;
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}
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else
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return false;
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}
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if (trace.startsolid)
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{
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neworg[2] -= stepsize;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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// don't go in to water
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// Lazarus: misc_actors don't go swimming, but wading is fine
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if (ent->monsterinfo.aiflags & AI_ACTOR)
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{
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// First check for lava/slime under feet - but only if we're not already in
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// a liquid
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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if (ent->waterlevel == 0)
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{
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & (CONTENTS_LAVA | CONTENTS_SLIME))
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return false;
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}
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test[2] = trace.endpos[2] + ent->viewheight - 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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return false;
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}
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else if (ent->waterlevel == 0)
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{
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test[0] = trace.endpos[0];
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test[1] = trace.endpos[1];
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test[2] = trace.endpos[2] + ent->mins[2] + 1;
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contents = gi.pointcontents(test);
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if (contents & MASK_WATER)
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return false;
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}
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// Lazarus: Don't intentionally move closer to a grenade,
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// but don't perform this check if we're already evading some
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// other problem (maybe even this grenade)
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if(!(ent->monsterinfo.aiflags & AI_CHASE_THING))
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{
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grenade = NULL;
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while( (grenade=findradius(grenade,neworg,128)) != NULL)
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{
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if(!grenade->inuse)
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continue;
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if(!grenade->classname)
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continue;
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if(!Q_stricmp(grenade->classname,"grenade") || !Q_stricmp(grenade->classname,"hgrenade"))
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{
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VectorSubtract(grenade->s.origin,oldorg,dir);
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g1 = VectorLength(dir);
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VectorSubtract(grenade->s.origin,neworg,dir);
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g2 = VectorLength(dir);
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if(g2 < g1)
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return false;
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}
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}
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}
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// Lazarus: Don't intentionally walk into lasers.
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dist = VectorLength(move);
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if(dist > 0.)
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{
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edict_t *e;
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trace_t laser_trace;
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vec_t delta;
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vec3_t laser_mins, laser_maxs;
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vec3_t laser_start, laser_end;
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vec3_t monster_mins, monster_maxs;
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for(i=game.maxclients+1; i<globals.num_edicts; i++)
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{
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e = &g_edicts[i];
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if(!e->inuse)
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continue;
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if(!e->classname)
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continue;
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if(Q_stricmp(e->classname,"target_laser"))
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continue;
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if(e->svflags & SVF_NOCLIENT)
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continue;
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if( (e->style == 2) || (e->style == 3))
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continue;
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if(!gi.inPVS(ent->s.origin,e->s.origin))
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continue;
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// Check to see if monster is ALREADY in the path of this laser.
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// If so, allow the move so he can get out.
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VectorMA(e->s.origin,2048,e->movedir,laser_end);
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laser_trace = gi.trace(e->s.origin,NULL,NULL,laser_end,NULL,CONTENTS_SOLID|CONTENTS_MONSTER);
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if(laser_trace.ent == ent)
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continue;
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VectorCopy(laser_trace.endpos,laser_end);
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laser_mins[0] = min(e->s.origin[0],laser_end[0]);
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laser_mins[1] = min(e->s.origin[1],laser_end[1]);
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laser_mins[2] = min(e->s.origin[2],laser_end[2]);
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laser_maxs[0] = max(e->s.origin[0],laser_end[0]);
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laser_maxs[1] = max(e->s.origin[1],laser_end[1]);
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laser_maxs[2] = max(e->s.origin[2],laser_end[2]);
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monster_mins[0] = min(oldorg[0],trace.endpos[0]) + ent->mins[0];
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monster_mins[1] = min(oldorg[1],trace.endpos[1]) + ent->mins[1];
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monster_mins[2] = min(oldorg[2],trace.endpos[2]) + ent->mins[2];
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monster_maxs[0] = max(oldorg[0],trace.endpos[0]) + ent->maxs[0];
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monster_maxs[1] = max(oldorg[1],trace.endpos[1]) + ent->maxs[1];
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monster_maxs[2] = max(oldorg[2],trace.endpos[2]) + ent->maxs[2];
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if( monster_maxs[0] < laser_mins[0] ) continue;
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if( monster_maxs[1] < laser_mins[1] ) continue;
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if( monster_maxs[2] < laser_mins[2] ) continue;
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if( monster_mins[0] > laser_maxs[0] ) continue;
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if( monster_mins[1] > laser_maxs[1] ) continue;
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if( monster_mins[2] > laser_maxs[2] ) continue;
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// If we arrive here, some part of the bounding box surrounding
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// monster's total movement intersects laser bounding box.
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// If laser is parallel to x, y, or z, we definitely
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// know this move will put monster in path of laser
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if ( (e->movedir[0] == 1.) || (e->movedir[1] == 1.) || (e->movedir[2] == 1.))
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return false;
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// Shift psuedo laser towards monster's current position up to
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// the total distance he's proposing moving.
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delta = min(16,dist);
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VectorNormalize2(move,dir);
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while(delta < dist+15.875)
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{
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if(delta > dist) delta = dist;
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VectorMA(e->s.origin, -delta,dir,laser_start);
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VectorMA(e->s.old_origin,-delta,dir,laser_end);
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laser_trace = gi.trace(laser_start,NULL,NULL,laser_end,world,CONTENTS_SOLID|CONTENTS_MONSTER);
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if(laser_trace.ent == ent)
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return false;
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delta += 16;
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}
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}
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}
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if ((trace.fraction == 1) && !jump && canjump && (ent->monsterinfo.jumpdn > 0))
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{
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end[2] = oldorg[2] + move[2] - ent->monsterinfo.jumpdn;
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trace = gi.trace (neworg, ent->mins, ent->maxs, end, ent, MASK_MONSTERSOLID | MASK_WATER);
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if(trace.fraction < 1 && (trace.plane.normal[2] > 0.9) && (trace.contents & MASK_SOLID) && (neworg[2] - 16 > trace.endpos[2]))
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{
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if(!trace.ent || (!trace.ent->client && !(trace.ent->svflags & SVF_MONSTER) && !(trace.ent->svflags & SVF_DEADMONSTER)))
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jump = -1;
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}
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}
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if ((trace.fraction == 1) && !jump)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( ent->flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->s.origin, move, ent->s.origin);
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if (relink)
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{
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gi.linkentity (ent);
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G_TouchTriggers (ent);
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}
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ent->groundentity = NULL;
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return true;
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}
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return false; // walked off an edge
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}
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// check point traces down for dangling corners
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VectorCopy (trace.endpos, ent->s.origin);
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if(!jump)
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{
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qboolean skip = false;
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// if monster CAN jump down, and a position just a bit forward would be
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// a good jump-down spot, allow (briefly) !M_CheckBottom
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if (canjump && target && (target->s.origin[2] < ent->s.origin[2]) && (ent->monsterinfo.jumpdn > 0))
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{
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vec3_t p1, p2;
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trace_t tr;
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VectorMA(oldorg,48,forward,p1);
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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
|
|
======================
|
|
*/
|
|
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);
|
|
}
|
|
|