mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-14 16:31:17 +00:00
c3f5581b0a
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.
427 lines
9.3 KiB
C
427 lines
9.3 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// sv_move.c -- monster movement
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#include "quakedef.h"
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#define STEPSIZE 18
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/*
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=============
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SV_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 SV_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->v.origin, ent->v.mins, mins);
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VectorAdd (ent->v.origin, ent->v.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 (SV_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 = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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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 = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent);
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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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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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edict_t *enemy;
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// try the move
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VectorCopy (ent->v.origin, oldorg);
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VectorAdd (ent->v.origin, move, neworg);
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// flying monsters don't step up
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if ( (int)ent->v.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->v.origin, move, neworg);
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enemy = PROG_TO_EDICT(ent->v.enemy);
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if (i == 0 && enemy != sv.edicts)
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{
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dz = ent->v.origin[2] - PROG_TO_EDICT(ent->v.enemy)->v.origin[2];
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if (dz > 40)
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neworg[2] -= 8;
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if (dz < 30)
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neworg[2] += 8;
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}
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trace = SV_Move (ent->v.origin, ent->v.mins, ent->v.maxs, neworg, false, ent);
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if (trace.fraction == 1)
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{
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if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY )
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return false; // swim monster left water
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VectorCopy (trace.endpos, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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if (enemy == sv.edicts)
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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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neworg[2] += STEPSIZE;
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VectorCopy (neworg, end);
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end[2] -= STEPSIZE*2;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid)
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return false;
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if (trace.startsolid)
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{
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neworg[2] -= STEPSIZE;
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trace = SV_Move (neworg, ent->v.mins, ent->v.maxs, end, false, ent);
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if (trace.allsolid || trace.startsolid)
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return false;
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}
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if (trace.fraction == 1)
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{
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// if monster had the ground pulled out, go ahead and fall
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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VectorAdd (ent->v.origin, move, ent->v.origin);
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if (relink)
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SV_LinkEdict (ent, true);
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ent->v.flags = (int)ent->v.flags & ~FL_ONGROUND;
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// Con_Printf ("fall down\n");
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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->v.origin);
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if (!SV_CheckBottom (ent))
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{
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{ // entity had floor mostly pulled out from underneath it
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// and is trying to correct
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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VectorCopy (oldorg, ent->v.origin);
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return false;
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}
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if ( (int)ent->v.flags & FL_PARTIALGROUND )
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{
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// Con_Printf ("back on ground\n");
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ent->v.flags = (int)ent->v.flags & ~FL_PARTIALGROUND;
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}
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ent->v.groundentity = EDICT_TO_PROG(trace.ent);
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// the move is ok
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if (relink)
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SV_LinkEdict (ent, true);
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return true;
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}
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//============================================================================
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/*
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======================
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SV_StepDirection
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Turns to the movement direction, and walks the current distance if
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facing it.
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======================
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*/
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void PF_changeyaw (void);
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qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
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{
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vec3_t move, oldorigin;
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float delta;
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ent->v.ideal_yaw = yaw;
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PF_changeyaw();
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yaw = yaw*M_PI*2 / 360;
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move[0] = cos(yaw)*dist;
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move[1] = sin(yaw)*dist;
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move[2] = 0;
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VectorCopy (ent->v.origin, oldorigin);
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if (SV_movestep (ent, move, false))
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{
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delta = ent->v.angles[YAW] - ent->v.ideal_yaw;
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if (delta > 45 && delta < 315)
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{ // not turned far enough, so don't take the step
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VectorCopy (oldorigin, ent->v.origin);
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}
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SV_LinkEdict (ent, true);
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return true;
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}
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SV_LinkEdict (ent, true);
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return false;
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}
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/*
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======================
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SV_FixCheckBottom
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======================
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*/
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void SV_FixCheckBottom (edict_t *ent)
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{
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// Con_Printf ("SV_FixCheckBottom\n");
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ent->v.flags = (int)ent->v.flags | FL_PARTIALGROUND;
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}
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/*
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================
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SV_NewChaseDir
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================
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*/
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#define DI_NODIR -1
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void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
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{
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float deltax,deltay;
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float d[3];
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float tdir, olddir, turnaround;
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olddir = anglemod( (int)(actor->v.ideal_yaw/45)*45 );
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turnaround = anglemod(olddir - 180);
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deltax = enemy->v.origin[0] - actor->v.origin[0];
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deltay = enemy->v.origin[1] - actor->v.origin[1];
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if (deltax>10)
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d[1]= 0;
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else if (deltax<-10)
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d[1]= 180;
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else
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d[1]= DI_NODIR;
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if (deltay<-10)
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d[2]= 270;
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else if (deltay>10)
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d[2]= 90;
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else
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d[2]= DI_NODIR;
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// try direct route
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if (d[1] != DI_NODIR && d[2] != DI_NODIR)
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{
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if (d[1] == 0)
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tdir = d[2] == 90 ? 45 : 315;
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else
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tdir = d[2] == 90 ? 135 : 215;
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if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
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return;
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}
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// try other directions
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if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
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{
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tdir=d[1];
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d[1]=d[2];
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d[2]=tdir;
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}
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if (d[1]!=DI_NODIR && d[1]!=turnaround
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&& SV_StepDirection(actor, d[1], dist))
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return;
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if (d[2]!=DI_NODIR && d[2]!=turnaround
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&& SV_StepDirection(actor, d[2], dist))
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return;
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/* there is no direct path to the player, so pick another direction */
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if (olddir!=DI_NODIR && SV_StepDirection(actor, olddir, dist))
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return;
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if (rand()&1) /*randomly determine direction of search*/
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{
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for (tdir=0 ; tdir<=315 ; tdir += 45)
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if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
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return;
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}
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else
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{
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for (tdir=315 ; tdir >=0 ; tdir -= 45)
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if (tdir!=turnaround && SV_StepDirection(actor, tdir, dist) )
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return;
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}
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if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
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return;
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actor->v.ideal_yaw = olddir; // can't move
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// if a bridge was pulled out from underneath a monster, it may not have
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// a valid standing position at all
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if (!SV_CheckBottom (actor))
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SV_FixCheckBottom (actor);
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}
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/*
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======================
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SV_CloseEnough
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======================
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*/
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qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
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{
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int i;
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for (i=0 ; i<3 ; i++)
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{
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if (goal->v.absmin[i] > ent->v.absmax[i] + dist)
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return false;
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if (goal->v.absmax[i] < ent->v.absmin[i] - dist)
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return false;
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}
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return true;
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}
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/*
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======================
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SV_MoveToGoal
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======================
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*/
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void SV_MoveToGoal (void)
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{
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edict_t *ent, *goal;
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float dist;
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#ifdef QUAKE2
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edict_t *enemy;
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#endif
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ent = PROG_TO_EDICT(pr_global_struct->self);
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goal = PROG_TO_EDICT(ent->v.goalentity);
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dist = G_FLOAT(OFS_PARM0);
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if ( !( (int)ent->v.flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
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{
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G_FLOAT(OFS_RETURN) = 0;
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return;
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}
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// if the next step hits the enemy, return immediately
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#ifdef QUAKE2
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enemy = PROG_TO_EDICT(ent->v.enemy);
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if (enemy != sv.edicts && SV_CloseEnough (ent, enemy, dist) )
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#else
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if ( PROG_TO_EDICT(ent->v.enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
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#endif
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return;
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// bump around...
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if ( (rand()&3)==1 ||
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!SV_StepDirection (ent, ent->v.ideal_yaw, dist))
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{
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SV_NewChaseDir (ent, goal, dist);
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}
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}
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