[PATCH] Move sv_move.c to common directory

No code changes, just move the file and remove the duplicate.

diff -urN a/NQ/sv_move.c head/NQ/sv_move.c
--- a/NQ/sv_move.c	2006-02-19 08:28:46.000000000 +1030
+++ head/NQ/sv_move.c	1970-01-01 09:30:00.000000000 +0930
@@ -1,414 +0,0 @@
-/*
-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
-
-#ifdef NQ_HACK
-#include "progs.h"
-#endif
-
-#ifdef QW_HACK
-#include "bspfile.h"
-#include "qwsvdef.h"
-#endif
-
-#include "server.h"
-#include "world.h"
-
-#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;
-
-    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]) * 0.5;
-    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];
-
-// 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 != 1.0 && 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;
-
-// 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;
-}
-
-
-//============================================================================
-
-/*
-======================
-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;
-
-    ent->v.ideal_yaw = yaw;
-    PF_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)) {
-	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);
-
-    return false;
-}
-
-/*
-======================
-SV_FixCheckBottom
-
-======================
-*/
-void
-SV_FixCheckBottom(edict_t *ent)
-{
-//      Con_Printf ("SV_FixCheckBottom\n");
-
-    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;
-
-	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;
-    }
-
-    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;
-
-    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;
-
-    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;
-
-    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
-    if (PROG_TO_EDICT(ent->v.enemy) != sv.edicts
-	&& SV_CloseEnough(ent, goal, dist))
-	return;
-
-// bump around...
-    if ((rand() & 3) == 1 || !SV_StepDirection(ent, ent->v.ideal_yaw, dist)) {
-	SV_NewChaseDir(ent, goal, dist);
-    }
-}
diff -urN a/QW/server/sv_move.c head/QW/server/sv_move.c
--- a/QW/server/sv_move.c	2006-02-19 08:28:46.000000000 +1030
+++ head/QW/server/sv_move.c	1970-01-01 09:30:00.000000000 +0930
@@ -1,414 +0,0 @@
-/*
-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
-
-#ifdef NQ_HACK
-#include "progs.h"
-#endif
-
-#ifdef QW_HACK
-#include "bspfile.h"
-#include "qwsvdef.h"
-#endif
-
-#include "server.h"
-#include "world.h"
-
-#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;
-
-    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]) * 0.5;
-    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];
-
-// 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 != 1.0 && 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;
-
-// 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;
-}
-
-
-//============================================================================
-
-/*
-======================
-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;
-
-    ent->v.ideal_yaw = yaw;
-    PF_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)) {
-	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);
-
-    return false;
-}
-
-/*
-======================
-SV_FixCheckBottom
-
-======================
-*/
-void
-SV_FixCheckBottom(edict_t *ent)
-{
-//      Con_Printf ("SV_FixCheckBottom\n");
-
-    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;
-
-	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;
-    }
-
-    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;
-
-    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;
-
-    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;
-
-    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
-    if (PROG_TO_EDICT(ent->v.enemy) != sv.edicts
-	&& SV_CloseEnough(ent, goal, dist))
-	return;
-
-// bump around...
-    if ((rand() & 3) == 1 || !SV_StepDirection(ent, ent->v.ideal_yaw, dist)) {
-	SV_NewChaseDir(ent, goal, dist);
-    }
-}
diff -urN a/common/sv_move.c head/common/sv_move.c
--- a/common/sv_move.c	1970-01-01 09:30:00.000000000 +0930
+++ head/common/sv_move.c	2006-02-19 08:25:06.000000000 +1030
@@ -0,0 +1,414 @@
+/*
+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
+
+#ifdef NQ_HACK
+#include "progs.h"
+#endif
+
+#ifdef QW_HACK
+#include "bspfile.h"
+#include "qwsvdef.h"
+#endif
+
+#include "server.h"
+#include "world.h"
+
+#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;
+
+    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]) * 0.5;
+    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];
+
+// 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 != 1.0 && 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;
+
+// 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;
+}
+
+
+//============================================================================
+
+/*
+======================
+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;
+
+    ent->v.ideal_yaw = yaw;
+    PF_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)) {
+	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);
+
+    return false;
+}
+
+/*
+======================
+SV_FixCheckBottom
+
+======================
+*/
+void
+SV_FixCheckBottom(edict_t *ent)
+{
+//      Con_Printf ("SV_FixCheckBottom\n");
+
+    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;
+
+	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;
+    }
+
+    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;
+
+    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;
+
+    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;
+
+    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
+    if (PROG_TO_EDICT(ent->v.enemy) != sv.edicts
+	&& SV_CloseEnough(ent, goal, dist))
+	return;
+
+// bump around...
+    if ((rand() & 3) == 1 || !SV_StepDirection(ent, ent->v.ideal_yaw, dist)) {
+	SV_NewChaseDir(ent, goal, dist);
+    }
+}
