// sv_move.c -- monster movement
#include "quakedef.h"
+#include "prvm_cmds.h"
/*
=============
*/
int c_yes, c_no;
-qboolean SV_CheckBottom (edict_t *ent)
+qboolean SV_CheckBottom (prvm_edict_t *ent)
{
vec3_t mins, maxs, start, stop;
trace_t trace;
int x, y;
float mid, bottom;
- VectorAdd (ent->v->origin, ent->v->mins, mins);
- VectorAdd (ent->v->origin, ent->v->maxs, maxs);
+ VectorAdd (ent->fields.server->origin, ent->fields.server->mins, mins);
+ VectorAdd (ent->fields.server->origin, ent->fields.server->maxs, maxs);
// if all of the points under the corners are solid world, don't bother
// with the tougher checks
{
start[0] = x ? maxs[0] : mins[0];
start[1] = y ? maxs[1] : mins[1];
- if (SV_PointContents(start) != CONTENTS_SOLID)
+ if (!(SV_PointSuperContents(start) & (SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY)))
goto realcheck;
}
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_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent);
+ trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.fraction == 1.0)
return false;
start[0] = stop[0] = x ? maxs[0] : mins[0];
start[1] = stop[1] = y ? maxs[1] : mins[1];
- trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent);
+ trace = SV_Move (start, vec3_origin, vec3_origin, stop, MOVE_NOMONSTERS, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
bottom = trace.endpos[2];
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
+possible, no move is done and false is returned
=============
*/
-qboolean SV_movestep (edict_t *ent, vec3_t move, qboolean relink)
+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;
- edict_t *enemy;
+ prvm_edict_t *enemy;
// try the move
- VectorCopy (ent->v->origin, oldorg);
- VectorAdd (ent->v->origin, move, neworg);
+ VectorCopy (ent->fields.server->origin, oldorg);
+ VectorAdd (ent->fields.server->origin, move, neworg);
// flying monsters don't step up
- if ( (int)ent->v->flags & (FL_SWIM | FL_FLY) )
+ if ( (int)ent->fields.server->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)
+ VectorAdd (ent->fields.server->origin, move, neworg);
+ if (noenemy)
+ enemy = prog->edicts;
+ else
{
- 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;
+ enemy = PRVM_PROG_TO_EDICT(ent->fields.server->enemy);
+ if (i == 0 && enemy != prog->edicts)
+ {
+ dz = ent->fields.server->origin[2] - PRVM_PROG_TO_EDICT(ent->fields.server->enemy)->fields.server->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, MOVE_NORMAL, ent);
+ trace = SV_Move (ent->fields.server->origin, ent->fields.server->mins, ent->fields.server->maxs, neworg, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.fraction == 1)
{
VectorCopy(trace.endpos, traceendpos);
- if (((int)ent->v->flags & FL_SWIM) && SV_PointContents(traceendpos) == CONTENTS_EMPTY )
+ if (((int)ent->fields.server->flags & FL_SWIM) && !(SV_PointSuperContents(traceendpos) & SUPERCONTENTS_LIQUIDSMASK))
return false; // swim monster left water
- VectorCopy (traceendpos, ent->v->origin);
+ VectorCopy (traceendpos, ent->fields.server->origin);
if (relink)
SV_LinkEdict (ent, true);
return true;
}
- if (enemy == sv.edicts)
+ if (enemy == prog->edicts)
break;
}
VectorCopy (neworg, end);
end[2] -= sv_stepheight.value*2;
- trace = SV_Move (neworg, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
-
- if (trace.allsolid)
- return false;
+ trace = SV_Move (neworg, ent->fields.server->mins, ent->fields.server->maxs, end, MOVE_NORMAL, ent, SV_GenericHitSuperContentsMask(ent));
if (trace.startsolid)
{
neworg[2] -= sv_stepheight.value;
- trace = SV_Move (neworg, ent->v->mins, ent->v->maxs, end, MOVE_NORMAL, ent);
- if (trace.allsolid || trace.startsolid)
+ trace = SV_Move (neworg, ent->fields.server->mins, ent->fields.server->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)ent->v->flags & FL_PARTIALGROUND )
+ if ( (int)ent->fields.server->flags & FL_PARTIALGROUND )
{
- VectorAdd (ent->v->origin, move, ent->v->origin);
+ VectorAdd (ent->fields.server->origin, move, ent->fields.server->origin);
if (relink)
SV_LinkEdict (ent, true);
- ent->v->flags = (int)ent->v->flags & ~FL_ONGROUND;
+ ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_ONGROUND;
return true;
}
}
// check point traces down for dangling corners
- VectorCopy (trace.endpos, ent->v->origin);
+ VectorCopy (trace.endpos, ent->fields.server->origin);
if (!SV_CheckBottom (ent))
{
- if ( (int)ent->v->flags & FL_PARTIALGROUND )
+ if ( (int)ent->fields.server->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);
+ VectorCopy (oldorg, ent->fields.server->origin);
return false;
}
- if ( (int)ent->v->flags & FL_PARTIALGROUND )
- ent->v->flags = (int)ent->v->flags & ~FL_PARTIALGROUND;
+ if ( (int)ent->fields.server->flags & FL_PARTIALGROUND )
+ ent->fields.server->flags = (int)ent->fields.server->flags & ~FL_PARTIALGROUND;
- ent->v->groundentity = EDICT_TO_PROG(trace.ent);
+ ent->fields.server->groundentity = PRVM_EDICT_TO_PROG(trace.ent);
// the move is ok
if (relink)
======================
*/
-void PF_changeyaw (void);
-qboolean SV_StepDirection (edict_t *ent, float yaw, float dist)
+void VM_changeyaw (void);
+qboolean SV_StepDirection (prvm_edict_t *ent, float yaw, float dist)
{
vec3_t move, oldorigin;
float delta;
- ent->v->ideal_yaw = yaw;
- PF_changeyaw();
+ ent->fields.server->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 (ent->v->origin, oldorigin);
- if (SV_movestep (ent, move, false))
+ VectorCopy (ent->fields.server->origin, oldorigin);
+ if (SV_movestep (ent, move, false, false, false))
{
- delta = ent->v->angles[YAW] - ent->v->ideal_yaw;
+ delta = ent->fields.server->angles[YAW] - ent->fields.server->ideal_yaw;
if (delta > 45 && delta < 315)
{ // not turned far enough, so don't take the step
- VectorCopy (oldorigin, ent->v->origin);
+ VectorCopy (oldorigin, ent->fields.server->origin);
}
SV_LinkEdict (ent, true);
return true;
======================
*/
-void SV_FixCheckBottom (edict_t *ent)
+void SV_FixCheckBottom (prvm_edict_t *ent)
{
- ent->v->flags = (int)ent->v->flags | FL_PARTIALGROUND;
+ ent->fields.server->flags = (int)ent->fields.server->flags | FL_PARTIALGROUND;
}
================
*/
#define DI_NODIR -1
-void SV_NewChaseDir (edict_t *actor, edict_t *enemy, float dist)
+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)(actor->v->ideal_yaw/45)*45);
+ olddir = ANGLEMOD((int)(actor->fields.server->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];
+ deltax = enemy->fields.server->origin[0] - actor->fields.server->origin[0];
+ deltay = enemy->fields.server->origin[1] - actor->fields.server->origin[1];
if (deltax>10)
d[1]= 0;
else if (deltax<-10)
}
// try other directions
- if ( ((rand()&3) & 1) || abs(deltay)>abs(deltax))
+ if ( ((rand()&3) & 1) || fabs(deltay)>fabs(deltax))
{
tdir=d[1];
d[1]=d[2];
if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist) )
return;
- actor->v->ideal_yaw = olddir; // can't move
+ actor->fields.server->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
======================
*/
-qboolean SV_CloseEnough (edict_t *ent, edict_t *goal, float dist)
+qboolean SV_CloseEnough (prvm_edict_t *ent, prvm_edict_t *goal, float dist)
{
int i;
for (i=0 ; i<3 ; i++)
{
- if (goal->v->absmin[i] > ent->v->absmax[i] + dist)
+ if (goal->priv.server->areamins[i] > ent->priv.server->areamaxs[i] + dist)
return false;
- if (goal->v->absmax[i] < ent->v->absmin[i] - dist)
+ if (goal->priv.server->areamaxs[i] < ent->priv.server->areamins[i] - dist)
return false;
}
return true;
*/
void SV_MoveToGoal (void)
{
- edict_t *ent, *goal;
+ prvm_edict_t *ent, *goal;
float dist;
- ent = PROG_TO_EDICT(pr_global_struct->self);
- goal = PROG_TO_EDICT(ent->v->goalentity);
- dist = G_FLOAT(OFS_PARM0);
+ VM_SAFEPARMCOUNT(1, SV_MoveToGoal);
+
+ ent = PRVM_PROG_TO_EDICT(prog->globals.server->self);
+ goal = PRVM_PROG_TO_EDICT(ent->fields.server->goalentity);
+ dist = PRVM_G_FLOAT(OFS_PARM0);
- if ( !( (int)ent->v->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
+ if ( !( (int)ent->fields.server->flags & (FL_ONGROUND|FL_FLY|FL_SWIM) ) )
{
- G_FLOAT(OFS_RETURN) = 0;
+ PRVM_G_FLOAT(OFS_RETURN) = 0;
return;
}
// if the next step hits the enemy, return immediately
- if ( PROG_TO_EDICT(ent->v->enemy) != sv.edicts && SV_CloseEnough (ent, goal, dist) )
+ if ( PRVM_PROG_TO_EDICT(ent->fields.server->enemy) != prog->edicts && SV_CloseEnough (ent, goal, dist) )
return;
// bump around...
if ( (rand()&3)==1 ||
- !SV_StepDirection (ent, ent->v->ideal_yaw, dist))
+ !SV_StepDirection (ent, ent->fields.server->ideal_yaw, dist))
{
SV_NewChaseDir (ent, goal, dist);
}