--- /dev/null
+/*
+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
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+// sv_move.c -- monster movement
+
+#include "quakedef.h"
+#include "prvm_cmds.h"
+
+/*
+=============
+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 (prvm_edict_t *ent)
+{
+ vec3_t mins, maxs, start, stop;
+ trace_t trace;
+ int x, y;
+ float mid, bottom;
+
+ VectorAdd (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, mins), mins);
+ VectorAdd (PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, maxs), maxs);
+
+// if all of the points under the corners are solid world, don't bother
+// with the tougher checks
+// the corners must be within 16 of the midpoint
+ start[2] = mins[2] - 1;
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = x ? maxs[0] : mins[0];
+ start[1] = y ? maxs[1] : mins[1];
+ if (!(SV_PointSuperContents(start) & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY)))
+ goto realcheck;
+ }
+
+ c_yes++;
+ return true; // we got out easy
+
+realcheck:
+ c_no++;
+//
+// check it for real...
+//
+ start[2] = mins[2];
+
+// the midpoint must be within 16 of the bottom
+ start[0] = stop[0] = (mins[0] + maxs[0])*0.5;
+ start[1] = stop[1] = (mins[1] + maxs[1])*0.5;
+ stop[2] = start[2] - 2*sv_stepheight.value;
+ trace = SV_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent));
+
+ if (trace.fraction == 1.0)
+ return false;
+ mid = bottom = trace.endpos[2];
+
+// the corners must be within 16 of the midpoint
+ for (x=0 ; x<=1 ; x++)
+ for (y=0 ; y<=1 ; y++)
+ {
+ start[0] = stop[0] = x ? maxs[0] : mins[0];
+ start[1] = stop[1] = y ? maxs[1] : mins[1];
+
+ trace = SV_TraceLine(start, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent));
+
+ if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
+ bottom = trace.endpos[2];
+ if (trace.fraction == 1.0 || mid - trace.endpos[2] > sv_stepheight.value)
+ 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 and false is returned
+=============
+*/
+qboolean SV_movestep (prvm_edict_t *ent, vec3_t move, qboolean relink, qboolean noenemy, qboolean settrace)
+{
+ float dz;
+ vec3_t oldorg, neworg, end, traceendpos;
+ trace_t trace;
+ int i;
+ prvm_edict_t *enemy;
+
+// try the move
+ VectorCopy (PRVM_serveredictvector(ent, origin), oldorg);
+ VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
+
+// flying monsters don't step up
+ if ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) )
+ {
+ // try one move with vertical motion, then one without
+ for (i=0 ; i<2 ; i++)
+ {
+ VectorAdd (PRVM_serveredictvector(ent, origin), move, neworg);
+ if (noenemy)
+ enemy = prog->edicts;
+ else
+ {
+ enemy = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, enemy));
+ if (i == 0 && enemy != prog->edicts)
+ {
+ dz = PRVM_serveredictvector(ent, origin)[2] - PRVM_serveredictvector(enemy, origin)[2];
+ if (dz > 40)
+ neworg[2] -= 8;
+ if (dz < 30)
+ neworg[2] += 8;
+ }
+ }
+ trace = SV_TraceBox(PRVM_serveredictvector(ent, origin), PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, maxs), neworg, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
+
+ if (trace.fraction == 1)
+ {
+ VectorCopy(trace.endpos, traceendpos);
+ if (((int)PRVM_serveredictfloat(ent, flags) & FL_SWIM) && !(SV_PointSuperContents(traceendpos) & SUPERCONTENTS_LIQUIDSMASK))
+ return false; // swim monster left water
+
+ VectorCopy (traceendpos, PRVM_serveredictvector(ent, origin));
+ if (relink)
+ {
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ }
+ return true;
+ }
+
+ if (enemy == prog->edicts)
+ break;
+ }
+
+ return false;
+ }
+
+// push down from a step height above the wished position
+ neworg[2] += sv_stepheight.value;
+ VectorCopy (neworg, end);
+ end[2] -= sv_stepheight.value*2;
+
+ trace = SV_TraceBox(neworg, PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, maxs), end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
+
+ if (trace.startsolid)
+ {
+ neworg[2] -= sv_stepheight.value;
+ trace = SV_TraceBox(neworg, PRVM_serveredictvector(ent, mins), PRVM_serveredictvector(ent, maxs), end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
+ if (trace.startsolid)
+ return false;
+ }
+ if (trace.fraction == 1)
+ {
+ // if monster had the ground pulled out, go ahead and fall
+ if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
+ {
+ VectorAdd (PRVM_serveredictvector(ent, origin), move, PRVM_serveredictvector(ent, origin));
+ if (relink)
+ {
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ }
+ PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_ONGROUND;
+ return true;
+ }
+
+ return false; // walked off an edge
+ }
+
+// check point traces down for dangling corners
+ VectorCopy (trace.endpos, PRVM_serveredictvector(ent, origin));
+
+ if (!SV_CheckBottom (ent))
+ {
+ if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
+ { // entity had floor mostly pulled out from underneath it
+ // and is trying to correct
+ if (relink)
+ {
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ }
+ return true;
+ }
+ VectorCopy (oldorg, PRVM_serveredictvector(ent, origin));
+ return false;
+ }
+
+ if ( (int)PRVM_serveredictfloat(ent, flags) & FL_PARTIALGROUND )
+ PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) & ~FL_PARTIALGROUND;
+
+// gameplayfix: check if reached pretty steep plane and bail
+ if ( ! ( (int)PRVM_serveredictfloat(ent, flags) & (FL_SWIM | FL_FLY) ) && sv_gameplayfix_nostepmoveonsteepslopes.integer )
+ {
+ if (trace.plane.normal[ 2 ] < 0.5)
+ {
+ VectorCopy (oldorg, PRVM_serveredictvector(ent, origin));
+ return false;
+ }
+ }
+
+ PRVM_serveredictedict(ent, groundentity) = PRVM_EDICT_TO_PROG(trace.ent);
+
+// the move is ok
+ if (relink)
+ {
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ }
+ return true;
+}
+
+
+//============================================================================
+
+/*
+======================
+SV_StepDirection
+
+Turns to the movement direction, and walks the current distance if
+facing it.
+
+======================
+*/
+void VM_changeyaw (void);
+qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist)
+{
+ vec3_t move, oldorigin;
+ float delta;
+
+ PRVM_serveredictfloat(ent, ideal_yaw) = yaw;
+ VM_changeyaw();
+
+ yaw = yaw*M_PI*2 / 360;
+ move[0] = cos(yaw)*dist;
+ move[1] = sin(yaw)*dist;
+ move[2] = 0;
+
+ VectorCopy (PRVM_serveredictvector(ent, origin), oldorigin);
+ if (SV_movestep (ent, move, false, false, false))
+ {
+ delta = PRVM_serveredictvector(ent, angles)[YAW] - PRVM_serveredictfloat(ent, ideal_yaw);
+ if (delta > 45 && delta < 315)
+ { // not turned far enough, so don't take the step
+ VectorCopy (oldorigin, PRVM_serveredictvector(ent, origin));
+ }
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+ return true;
+ }
+ SV_LinkEdict(ent);
+ SV_LinkEdict_TouchAreaGrid(ent);
+
+ return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void SV_FixCheckBottom (prvm_edict_t *ent)
+{
+ PRVM_serveredictfloat(ent, flags) = (int)PRVM_serveredictfloat(ent, flags) | FL_PARTIALGROUND;
+}
+
+
+
+/*
+================
+SV_NewChaseDir
+
+================
+*/
+#define DI_NODIR -1
+void SV_NewChaseDir (prvm_edict_t *actor, prvm_edict_t *enemy, float dist)
+{
+ float deltax,deltay;
+ float d[3];
+ float tdir, olddir, turnaround;
+
+ olddir = ANGLEMOD((int)(PRVM_serveredictfloat(actor, ideal_yaw)/45)*45);
+ turnaround = ANGLEMOD(olddir - 180);
+
+ deltax = PRVM_serveredictvector(enemy, origin)[0] - PRVM_serveredictvector(actor, origin)[0];
+ deltay = PRVM_serveredictvector(enemy, origin)[1] - PRVM_serveredictvector(actor, 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;
+
+ if (tdir != turnaround && SV_StepDirection(actor, tdir, dist))
+ return;
+ }
+
+// try other directions
+ if ( ((rand()&3) & 1) || fabs(deltay)>fabs(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;
+
+/* 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;
+
+ PRVM_serveredictfloat(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 (!SV_CheckBottom (actor))
+ SV_FixCheckBottom (actor);
+
+}
+
+/*
+======================
+SV_CloseEnough
+
+======================
+*/
+qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ if (goal->priv.server->areamins[i] > ent->priv.server->areamaxs[i] + dist)
+ return false;
+ if (goal->priv.server->areamaxs[i] < ent->priv.server->areamins[i] - dist)
+ return false;
+ }
+ return true;
+}
+
+/*
+======================
+SV_MoveToGoal
+
+======================
+*/
+void SV_MoveToGoal (void)
+{
+ prvm_edict_t *ent, *goal;
+ float dist;
+
+ VM_SAFEPARMCOUNT(1, SV_MoveToGoal);
+
+ ent = PRVM_PROG_TO_EDICT(PRVM_serverglobaledict(self));
+ goal = PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, goalentity));
+ dist = PRVM_G_FLOAT(OFS_PARM0);
+
+ if ( !( (int)PRVM_serveredictfloat(ent, flags) & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
+ {
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
+ return;
+ }
+
+// if the next step hits the enemy, return immediately
+ if ( PRVM_PROG_TO_EDICT(PRVM_serveredictedict(ent, enemy)) != prog->edicts && SV_CloseEnough (ent, goal, dist) )
+ return;
+
+// bump around...
+ if ( (rand()&3)==1 ||
+ !SV_StepDirection (ent, PRVM_serveredictfloat(ent, ideal_yaw), dist))
+ {
+ SV_NewChaseDir (ent, goal, dist);
+ }
+}
+