/* ================== BotImport_PointContents ================== */ int BotImport_PointContents(bvec3_t point) { return SV_PointContents(point, -1); }
/* ============= SV_CheckWater ============= */ qboolean SV_CheckWater( edict_t *ent ) { int cont, truecont; vec3_t point; point[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f; point[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f; point[2] = (ent->v.absmin[2] + 1.0f); ent->v.watertype = CONTENTS_EMPTY; svs.groupmask = ent->v.groupinfo; ent->v.waterlevel = 0; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { svs.groupmask = ent->v.groupinfo; truecont = SV_TruePointContents( point ); ent->v.watertype = cont; ent->v.waterlevel = 1; if( ent->v.absmin[2] == ent->v.absmax[2] ) { // a point entity ent->v.waterlevel = 3; } else { point[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) { ent->v.waterlevel = 2; VectorAdd( point, ent->v.view_ofs, point ); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( point ); if( cont <= CONTENTS_WATER && cont > CONTENTS_TRANSLUCENT ) ent->v.waterlevel = 3; } } // Quake2 feature. Probably never was used in Half-Life... if( truecont <= CONTENTS_CURRENT_0 && truecont >= CONTENTS_CURRENT_DOWN ) { float speed = 50.0f * ent->v.waterlevel; const float *dir = current_table[CONTENTS_CURRENT_0 - truecont]; VectorMA( ent->v.basevelocity, speed, dir, ent->v.basevelocity ); } } return (ent->v.waterlevel > 1); }
qboolean SV_CheckBottom (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); // 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]; // the midpoint must be within 16 of the bottom start[0] = stop[0] = (mins[0] + maxs[0])*0.5f; start[1] = stop[1] = (mins[1] + maxs[1])*0.5f; stop[2] = start[2] - 2*STEPSIZE; trace = SV_Move (start, vec3_origin, vec3_origin, stop, true, ent); if (trace.fraction == 1.0f) 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_Move (start, vec3_origin, vec3_origin, stop, true, ent); if (trace.fraction != 1.0f && trace.endpos[2] > bottom) bottom = trace.endpos[2]; if (trace.fraction == 1.0f || mid - trace.endpos[2] > STEPSIZE) return false; } c_yes++; return true; }
/* ============= SV_CheckWaterTransition ============= */ void SV_CheckWaterTransition( edict_t *ent ) { int cont; vec3_t halfmax; halfmax[0] = (ent->v.absmax[0] + ent->v.absmin[0]) * 0.5f; halfmax[1] = (ent->v.absmax[1] + ent->v.absmin[1]) * 0.5f; halfmax[2] = (ent->v.absmin[2] + 1.0f); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( !ent->v.watertype ) { // just spawned here ent->v.watertype = cont; ent->v.waterlevel = 1; return; } if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) { if( ent->v.watertype != CONTENTS_EMPTY ) { SV_StartSound( ent, CHAN_AUTO, "player/pl_wade2.wav", 1.0f, ATTN_NORM, 0, 100 ); } ent->v.watertype = CONTENTS_EMPTY; ent->v.waterlevel = 0; return; } if( ent->v.watertype == CONTENTS_EMPTY ) { SV_StartSound( ent, CHAN_AUTO, "player/pl_wade1.wav", 1.0f, ATTN_NORM, 0, 100 ); ent->v.velocity[2] *= 0.5f; } ent->v.watertype = cont; ent->v.waterlevel = 1; if( ent->v.absmin[2] == ent->v.absmax[2] ) { // a point entity ent->v.waterlevel = 3; } halfmax[2] = (ent->v.absmin[2] + ent->v.absmax[2]) * 0.5f; svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) return; ent->v.waterlevel = 2; VectorAdd( halfmax, ent->v.view_ofs, halfmax ); svs.groupmask = ent->v.groupinfo; cont = SV_PointContents( halfmax ); if( cont > CONTENTS_WATER || cont <= CONTENTS_TRANSLUCENT ) return; ent->v.waterlevel = 3; }
/* ============= 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; // try the move 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); if (trace.fraction == 1) { if ( ((int)ent->v.flags & FL_SWIM) && SV_PointContents(trace.endpos) == CONTENTS_EMPTY ) return false; // swim monster left water VectorCopy (trace.endpos, ent->v.origin); if (relink) SV_LinkEdict (ent, true); return true; } if (enemy == sv.edicts) break; } 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; // Con_Printf ("fall down\n"); return true; } return false; // walked off an edge } // check point traces down for dangling corners VectorCopy (trace.endpos, ent->v.origin); 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 ) { // Con_Printf ("back on ground\n"); 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; }