Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-02-04 13:40:04 +00:00
|
|
|
sv_move.c - monster movement
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Copyright (C) 1996-1997 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
|
2000-03-19 15:59:51 +00:00
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
*/
|
|
|
|
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <quakedef.h>
|
2000-01-29 18:46:26 +00:00
|
|
|
#include <mathlib.h>
|
2000-02-04 13:40:04 +00:00
|
|
|
#include <client.h>
|
|
|
|
#include <server.h>
|
|
|
|
#include <world.h>
|
2000-02-11 05:47:57 +00:00
|
|
|
#include <phys.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
#define STEPSIZE 18
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
SV_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 SV_CheckBottom (edict_t *ent)
|
|
|
|
{
|
|
|
|
vec3_t mins, maxs, start, stop;
|
|
|
|
trace_t trace;
|
|
|
|
int x, y;
|
|
|
|
float mid, bottom;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorAdd (ent->v.origin, ent->v.mins, mins);
|
|
|
|
VectorAdd (ent->v.origin, ent->v.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 (SV_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];
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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 = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
|
|
|
|
|
|
|
|
if (trace.fraction == 1.0)
|
|
|
|
return false;
|
|
|
|
mid = bottom = trace.endpos[2];
|
2000-03-19 15:59:51 +00:00
|
|
|
|
|
|
|
// the corners must be within 16 of the midpoint
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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];
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
|
|
|
|
{
|
|
|
|
float dz;
|
|
|
|
vec3_t oldorg, neworg, end;
|
|
|
|
trace_t trace;
|
|
|
|
int i;
|
|
|
|
edict_t *enemy;
|
|
|
|
|
2000-03-19 15:59:51 +00:00
|
|
|
// try the move
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (ent->v.origin, oldorg);
|
|
|
|
VectorAdd (ent->v.origin, move, neworg);
|
|
|
|
|
|
|
|
// flying monsters don't step up
|
|
|
|
if ( (int)ent->v.flags & (FL_SWIM | FL_FLY) )
|
|
|
|
{
|
|
|
|
// try one move with vertical motion, then one without
|
|
|
|
for (i=0 ; i<2 ; i++)
|
|
|
|
{
|
|
|
|
VectorAdd (ent->v.origin, move, neworg);
|
|
|
|
enemy = PROG_TO_EDICT(ent->v.enemy);
|
|
|
|
if (i == 0 && enemy != sv.edicts)
|
|
|
|
{
|
|
|
|
dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
|
|
|
|
if (dz > 40)
|
|
|
|
neworg[2] -= 8;
|
|
|
|
if (dz < 30)
|
|
|
|
neworg[2] += 8;
|
|
|
|
}
|
|
|
|
trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (trace.fraction == 1)
|
|
|
|
{
|
|
|
|
if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
|
|
|
|
return false; // swim monster left water
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
VectorCopy (trace.endpos, ent->v.origin);
|
|
|
|
if (relink)
|
|
|
|
SV_LinkEdict (ent, true);
|
|
|
|
return true;
|
|
|
|
}
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (enemy == sv.edicts)
|
|
|
|
break;
|
|
|
|
}
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// push down from a step height above the wished position
|
|
|
|
neworg[2] += STEPSIZE;
|
|
|
|
VectorCopy (neworg, end);
|
|
|
|
end[2] -= STEPSIZE*2;
|
|
|
|
|
|
|
|
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
|
|
|
|
|
|
|
|
if (trace.allsolid)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (trace.startsolid)
|
|
|
|
{
|
|
|
|
neworg[2] -= STEPSIZE;
|
|
|
|
trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
|
|
|
|
if (trace.allsolid || trace.startsolid)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (trace.fraction == 1)
|
|
|
|
{
|
|
|
|
// if monster had the ground pulled out, go ahead and fall
|
|
|
|
if ( (int)ent->v.flags & FL_PARTIALGROUND )
|
|
|
|
{
|
|
|
|
VectorAdd (ent->v.origin, move, ent->v.origin);
|
|
|
|
if (relink)
|
|
|
|
SV_LinkEdict (ent, true);
|
|
|
|
ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
|
2000-03-19 15:59:51 +00:00
|
|
|
// Con_Printf ("fall down\n");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return true;
|
|
|
|
}
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return false; // walked off an edge
|
|
|
|
}
|
|
|
|
|
|
|
|
// check point traces down for dangling corners
|
|
|
|
VectorCopy (trace.endpos, ent->v.origin);
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!SV_CheckBottom (ent))
|
|
|
|
{
|
|
|
|
if ( (int)ent->v.flags & FL_PARTIALGROUND )
|
|
|
|
{ // entity had floor mostly pulled out from underneath it
|
|
|
|
// and is trying to correct
|
|
|
|
if (relink)
|
|
|
|
SV_LinkEdict (ent, true);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
VectorCopy (oldorg, ent->v.origin);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( (int)ent->v.flags & FL_PARTIALGROUND )
|
|
|
|
{
|
2000-03-19 15:59:51 +00:00
|
|
|
// Con_Printf ("back on ground\n");
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ent->v.flags = (int)ent->v.flags & ~FL_PARTIALGROUND;
|
|
|
|
}
|
|
|
|
ent->v.groundentity = EDICT_TO_PROG(trace.ent);
|
|
|
|
|
|
|
|
// the move is ok
|
|
|
|
if (relink)
|
|
|
|
SV_LinkEdict (ent, true);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
SV_StepDirection
|
|
|
|
|
|
|
|
Turns to the movement direction, and walks the current distance if
|
|
|
|
facing it.
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void PF_changeyaw (void);
|
|
|
|
qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
|
|
|
|
{
|
|
|
|
vec3_t move, oldorigin;
|
|
|
|
float delta;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ent->v.ideal_yaw = yaw;
|
|
|
|
PF_changeyaw();
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
yaw = yaw*M_PI*2 / 360;
|
|
|
|
move[0] = cos(yaw)*dist;
|
|
|
|
move[1] = sin(yaw)*dist;
|
|
|
|
move[2] = 0;
|
|
|
|
|
|
|
|
VectorCopy (ent->v.origin, oldorigin);
|
|
|
|
if (SV_movestep (ent, move, false))
|
|
|
|
{
|
|
|
|
delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
|
|
|
|
if (delta > 45 && delta < 315)
|
|
|
|
{ // not turned far enough, so don't take the step
|
|
|
|
VectorCopy (oldorigin, ent->v.origin);
|
|
|
|
}
|
|
|
|
SV_LinkEdict (ent, true);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
SV_LinkEdict (ent, true);
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
SV_FixCheckBottom
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void SV_FixCheckBottom (edict_t *ent)
|
|
|
|
{
|
|
|
|
// Con_Printf ("SV_FixCheckBottom\n");
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ent->v.flags = (int)ent->v.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;
|
|
|
|
|
|
|
|
olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
|
|
|
|
turnaround = anglemod(olddir - 180);
|
|
|
|
|
|
|
|
deltax = enemy->v.origin[0] - actor->v.origin[0];
|
|
|
|
deltay = enemy->v.origin[1] - actor->v.origin[1];
|
|
|
|
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 (d[1] == 0)
|
|
|
|
tdir = d[2] == 90 ? 45 : 315;
|
|
|
|
else
|
|
|
|
tdir = d[2] == 90 ? 135 : 215;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// try other directions
|
|
|
|
if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
|
|
|
|
{
|
|
|
|
tdir=d[1];
|
|
|
|
d[1]=d[2];
|
|
|
|
d[2]=tdir;
|
|
|
|
}
|
|
|
|
|
2000-03-19 15:59:51 +00:00
|
|
|
if (d[1]!=DI_NODIR && d[1]!=turnaround
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
&& SV_StepDirection(actor, d[1], dist))
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (d[2]!=DI_NODIR && d[2]!=turnaround
|
|
|
|
&& SV_StepDirection(actor, d[2], 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->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 (!SV_CheckBottom (actor))
|
|
|
|
SV_FixCheckBottom (actor);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
SV_CloseEnough
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
|
|
|
|
{
|
|
|
|
int i;
|
2000-03-19 15:59:51 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
for (i=0 ; i<3 ; i++)
|
|
|
|
{
|
|
|
|
if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
|
|
|
|
return false;
|
|
|
|
if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
SV_MoveToGoal
|
|
|
|
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void SV_MoveToGoal (void)
|
|
|
|
{
|
|
|
|
edict_t *ent, *goal;
|
|
|
|
float dist;
|
|
|
|
#ifdef QUAKE2
|
|
|
|
edict_t *enemy;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
ent = PROG_TO_EDICT(pr_global_struct->self);
|
|
|
|
goal = PROG_TO_EDICT(ent->v.goalentity);
|
|
|
|
dist = G_FLOAT(OFS_PARM0);
|
|
|
|
|
|
|
|
if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
|
|
|
|
{
|
|
|
|
G_FLOAT(OFS_RETURN) = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if the next step hits the enemy, return immediately
|
|
|
|
#ifdef QUAKE2
|
|
|
|
enemy = PROG_TO_EDICT(ent->v.enemy);
|
|
|
|
if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) )
|
|
|
|
#else
|
|
|
|
if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
|
|
|
|
#endif
|
|
|
|
return;
|
|
|
|
|
|
|
|
// bump around...
|
|
|
|
if ( (rand()&3)==1 ||
|
|
|
|
!SV_StepDirection (ent, ent->v.ideal_yaw, dist))
|
|
|
|
{
|
|
|
|
SV_NewChaseDir (ent, goal, dist);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|