2 // TODO: split target_push and put it in the target folder
4 #include <common/physics/movetypes/movetypes.qh>
6 void trigger_push_use(entity this, entity actor, entity trigger)
10 this.team = actor.team;
11 this.SendFlags |= SF_TRIGGER_UPDATE;
16 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
17 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
20 trigger_push_calculatevelocity
23 org - origin of the object which is to be pushed
24 tgt - target entity (can be either a point or a model entity; if it is
25 the latter, its midpoint is used)
26 ht - jump height, measured from the higher one of org and tgt's midpoint
27 pushed_entity - object that is to be pushed
29 Returns: velocity for the jump
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
33 float grav, sdist, zdist, vs, vz, jumpheight;
36 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
38 grav = PHYS_GRAVITY(NULL);
39 if(pushed_entity && pushed_entity.gravity)
40 grav *= pushed_entity.gravity;
42 zdist = torg.z - org.z;
43 sdist = vlen(torg - org - zdist * '0 0 1');
44 sdir = normalize(torg - org - zdist * '0 0 1');
46 // how high do we need to push the player?
47 jumpheight = fabs(ht);
49 jumpheight = jumpheight + zdist;
54 You will not understand the following equations anyway...
55 But here is what I did to get them.
60 z(t) = t * vz - 1/2 grav t^2
66 max(z, ti) = jumpheight
68 From these three equations, you will find the three parameters vs, vz
72 // push them so high...
73 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
75 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
81 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
82 // ALWAYS solvable because jumpheight >= zdist
84 solution_y = solution.x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0)
86 solution_x = solution.y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually)
94 // almost straight line type
95 // jump apex is before the jump
96 // we must take the larger one
97 flighttime = solution.y;
102 // jump apex is during the jump
103 // we must take the larger one too
104 flighttime = solution.y;
112 // almost straight line type
113 // jump apex is after the jump
114 // we must take the smaller one
115 flighttime = solution.x;
120 // jump apex is during the jump
121 // we must take the larger one
122 flighttime = solution.y;
125 vs = sdist / flighttime;
127 // finally calculate the velocity
128 return sdir * vs + '0 0 1' * vz;
131 bool jumppad_push(entity this, entity targ)
133 if (!isPushable(targ))
136 vector org = targ.origin;
138 if(Q3COMPAT_COMMON || this.spawnflags & PUSH_STATIC)
139 org = (this.absmin + this.absmax) * 0.5;
143 targ.velocity = trigger_push_calculatevelocity(org, this.enemy, this.height, targ);
145 else if(this.target && this.target != "")
148 RandomSelection_Init();
149 for(e = NULL; (e = find(e, targetname, this.target)); )
152 RandomSelection_AddEnt(e, e.cnt, 1);
154 RandomSelection_AddEnt(e, 1, 1);
156 targ.velocity = trigger_push_calculatevelocity(org, RandomSelection_chosen_ent, this.height, targ);
160 targ.velocity = this.movedir;
163 UNSET_ONGROUND(targ);
166 if (targ.flags & FL_PROJECTILE)
168 targ.angles = vectoangles (targ.velocity);
169 switch(targ.move_movetype)
172 set_movetype(targ, MOVETYPE_TOSS);
175 case MOVETYPE_BOUNCEMISSILE:
176 set_movetype(targ, MOVETYPE_BOUNCE);
186 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
187 targ.oldvelocity = targ.velocity;
189 // prevent sound spam when a player hits the jumppad more than once
190 // or when a dead player gets stuck in the jumppad for some reason
191 if(this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
193 // flash when activated
194 Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
195 _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
196 this.pushltime = time + 0.2;
198 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
201 for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
202 if(targ.(jumppadsused[i]) == this)
206 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
207 targ.jumppadcount = targ.jumppadcount + 1;
210 if(IS_REAL_CLIENT(targ))
213 centerprint(targ, this.message);
217 targ.lastteleporttime = time;
218 targ.lastteleport_origin = targ.origin;
222 animdecide_setaction(targ, ANIMACTION_JUMP, true);
225 targ.jumppadcount = 1;
227 // reset tracking of who pushed you into a hazard (for kill credit)
232 if(this.enemy.target)
233 SUB_UseTargets(this.enemy, targ, this);
235 if (targ.flags & FL_PROJECTILE)
237 targ.angles = vectoangles (targ.velocity);
238 targ.com_phys_gravity_factor = 1;
239 switch(targ.move_movetype)
242 set_movetype(targ, MOVETYPE_TOSS);
245 case MOVETYPE_BOUNCEMISSILE:
246 set_movetype(targ, MOVETYPE_BOUNCE);
250 UpdateCSQCProjectile(targ);
257 void trigger_push_touch(entity this, entity toucher)
259 if (this.active == ACTIVE_NOT)
263 if(((this.spawnflags & INVERT_TEAMS) == 0) == (DIFF_TEAM(this, toucher)))
266 EXACTTRIGGER_TOUCH(this, toucher);
268 noref bool success = jumppad_push(this, toucher);
271 if (success && (this.spawnflags & PUSH_ONCE))
273 settouch(this, func_null);
274 setthink(this, SUB_Remove);
275 this.nextthink = time;
281 void trigger_push_link(entity this);
282 void trigger_push_updatelink(entity this);
283 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org)
285 setorigin(tracetest_ent, org);
286 tracetoss(tracetest_ent, tracetest_ent);
292 // since tracetoss starting from jumppad's origin often fails when target
293 // is very close to real destination, start it directly from target's
295 vector ofs = '0 0 0';
296 if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
299 tracetest_ent.velocity.z = 0;
300 setorigin(tracetest_ent, targ.origin + ofs);
301 tracetoss(tracetest_ent, tracetest_ent);
302 if (trace_startsolid && ofs.z)
304 setorigin(tracetest_ent, targ.origin + ofs / 2);
305 tracetoss(tracetest_ent, tracetest_ent);
306 if (trace_startsolid && ofs.z)
308 setorigin(tracetest_ent, targ.origin);
309 tracetoss(tracetest_ent, tracetest_ent);
310 if (trace_startsolid)
315 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
319 bool trigger_push_testorigin_for_item(entity tracetest_ent, entity item, vector org)
321 setorigin(tracetest_ent, org);
322 tracetoss(tracetest_ent, tracetest_ent);
326 if (trace_ent == item)
329 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
331 if (trace_ent == item)
339 vector trigger_push_get_start_point(entity this)
341 // calculate a typical start point for the jump
342 vector org = (this.absmin + this.absmax) * 0.5;
343 org.z = this.absmax.z - PL_MIN_CONST.z - 7;
347 float trigger_push_get_push_time(entity this, vector endpos)
349 vector org = trigger_push_get_start_point(this);
351 float grav = PHYS_GRAVITY(NULL);
353 entity t = this.enemy;
357 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
358 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
359 vector v = trigger_push_calculatevelocity(org, t, this.height, e);
360 vector v2 = trigger_push_calculatevelocity(endpos, t, this.height, e);
362 return (v.z + v2.z) / grav;
364 else if (!(this.target && this.target != ""))
368 vector v = this.movedir;
370 float t = v.z / grav;
371 float jump_height = 1/2 * grav * (t ** 2);
372 float remaining_height = org.z + jump_height - endpos.z;
373 float v2_z = sqrt(2 * grav * remaining_height);
375 return (v.z + v2_z) / grav;
382 /// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
383 /// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
384 bool trigger_push_test(entity this, entity item)
387 vector org = trigger_push_get_start_point(this);
394 vector vel = '0 0 0';
396 for(entity t = NULL; (t = find(t, targetname, this.target)); )
400 if(t.move_movetype != MOVETYPE_NONE)
403 // bots can't tell teamed jumppads from normal ones
408 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
409 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
410 e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
413 vector best_target = '0 0 0';
414 vector best_org = '0 0 0';
415 vector best_vel = '0 0 0';
416 bool valid_best_target = false;
419 if (!trigger_push_testorigin_for_item(e, item, org))
427 if (trigger_push_testorigin(e, t, this, org))
429 best_target = trace_endpos;
431 best_vel = e.velocity;
432 valid_best_target = true;
437 vector dist = t.origin - org;
438 if (dist.x || dist.y) // if not perfectly vertical
440 // test trajectory with different starting points, sometimes the trajectory
441 // starting from the jumppad origin can't reach the real destination
442 // and destination waypoint ends up near the jumppad itself
443 vector flatdir = normalize(dist - eZ * dist.z);
444 vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
448 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
451 if (!trigger_push_testorigin_for_item(e, item, new_org))
460 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
461 e.velocity = autocvar_sv_maxspeed * flatdir;
462 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
464 best_target = trace_endpos;
467 valid_best_target = true;
470 if (ofs && new_org != org - ofs)
483 if (valid_best_target)
485 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
487 float velxy = vlen(vec2(best_vel));
488 float cost = vlen(vec2(t.origin - best_org)) / velxy;
489 if(velxy < autocvar_sv_maxspeed)
490 velxy = autocvar_sv_maxspeed;
491 cost += vlen(vec2(best_target - t.origin)) / velxy;
492 waypoint_spawnforteleporter(this, best_target, cost, e);
506 objerror (this, "Jumppad with nonexistant target");
512 // exactly one dest - bots love that
514 this.enemy = find(NULL, targetname, this.target);
515 else // bots can't tell teamed jumppads from normal ones
520 // have to use random selection every single time
531 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
532 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
534 e.velocity = this.movedir;
538 bool r = (trace_ent == item);
542 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
543 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
550 defer(this, 0.1, trigger_push_updatelink);
555 void trigger_push_findtarget(entity this)
557 trigger_push_test(this, NULL);
561 float trigger_push_send(entity this, entity to, float sf)
563 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
565 WriteByte(MSG_ENTITY, this.team);
566 WriteInt24_t(MSG_ENTITY, this.spawnflags);
567 WriteByte(MSG_ENTITY, this.active);
568 WriteCoord(MSG_ENTITY, this.height);
570 trigger_common_write(this, true);
575 void trigger_push_updatelink(entity this)
577 this.SendFlags |= SF_TRIGGER_INIT;
580 void trigger_push_link(entity this)
582 trigger_link(this, trigger_push_send);
588 * target: target of jump
589 * height: the absolute value is the height of the highest point of the jump
590 * trajectory above the higher one of the player and the target.
591 * the sign indicates whether the highest point is INSIDE (positive)
592 * or OUTSIDE (negative) of the jump trajectory. General rule: use
593 * positive values for targets mounted on the floor, and use negative
594 * values to target a point on the ceiling.
595 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
597 spawnfunc(trigger_push)
603 this.active = ACTIVE_ACTIVE;
604 this.use = trigger_push_use;
605 settouch(this, trigger_push_touch);
610 this.movedir = this.movedir * this.speed * 10;
613 this.noise = "misc/jumppad.wav";
614 precache_sound (this.noise);
616 trigger_push_link(this); // link it now
618 IL_PUSH(g_jumppads, this);
620 // this must be called to spawn the teleport waypoints for bots
621 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
625 bool target_push_send(entity this, entity to, float sf)
627 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
629 WriteByte(MSG_ENTITY, this.cnt);
630 WriteString(MSG_ENTITY, this.targetname);
631 WriteVector(MSG_ENTITY, this.origin);
633 WriteAngleVector(MSG_ENTITY, this.angles);
638 void target_push_use(entity this, entity actor, entity trigger)
640 if(trigger.classname == "trigger_push" || trigger == this)
641 return; // WTF, why is this a thing
643 jumppad_push(this, actor);
646 void target_push_link(entity this)
648 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
649 Net_LinkEntity(this, false, 0, target_push_send);
650 //this.SendFlags |= 1; // update
653 void target_push_init(entity this)
655 this.mangle = this.angles;
656 setorigin(this, this.origin);
657 target_push_link(this);
660 void target_push_init2(entity this)
662 if(this.target && this.target != "") // we have an old style pusher!
664 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
665 this.use = target_push_use;
668 target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
671 spawnfunc(target_push)
673 target_push_init2(this);
676 spawnfunc(info_notnull)
678 target_push_init(this);
680 spawnfunc(target_position)
682 target_push_init(this);
687 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
689 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
690 this.spawnflags = ReadInt24_t();
691 this.active = ReadByte();
692 this.height = ReadCoord();
694 trigger_common_read(this, true);
696 this.entremove = trigger_remove_generic;
697 this.solid = SOLID_TRIGGER;
698 settouch(this, trigger_push_touch);
699 this.move_time = time;
700 defer(this, 0.25, trigger_push_findtarget);
705 void target_push_remove(entity this)
707 // strfree(this.classname);
708 strfree(this.targetname);
711 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
713 this.cnt = ReadByte();
714 this.targetname = strzone(ReadString());
715 this.origin = ReadVector();
717 this.angles = ReadAngleVector();
721 setorigin(this, this.origin);
723 this.drawmask = MASK_NORMAL;
724 this.entremove = target_push_remove;