2 // TODO: split target_push and put it in the target folder
5 #include <common/physics/movetypes/movetypes.qh>
7 void trigger_push_use(entity this, entity actor, entity trigger)
11 this.team = actor.team;
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
21 trigger_push_calculatevelocity
24 org - origin of the object which is to be pushed
25 tgt - target entity (can be either a point or a model entity; if it is
26 the latter, its midpoint is used)
27 ht - jump height, measured from the higher one of org and tgt's midpoint
29 Returns: velocity for the jump
30 the global trigger_push_calculatevelocity_flighttime is set to the total
34 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
36 float grav, sdist, zdist, vs, vz, jumpheight;
39 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
41 grav = PHYS_GRAVITY(other);
42 if(PHYS_ENTGRAVITY(other))
43 grav *= PHYS_ENTGRAVITY(other);
45 zdist = torg.z - org.z;
46 sdist = vlen(torg - org - zdist * '0 0 1');
47 sdir = normalize(torg - org - zdist * '0 0 1');
49 // how high do we need to push the player?
50 jumpheight = fabs(ht);
52 jumpheight = jumpheight + zdist;
57 You will not understand the following equations anyway...
58 But here is what I did to get them.
63 z(t) = t * vz - 1/2 grav t^2
69 max(z, ti) = jumpheight
71 From these three equations, you will find the three parameters vs, vz
75 // push him so high...
76 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
78 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
84 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
85 // ALWAYS solvable because jumpheight >= zdist
87 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)
89 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)
96 // almost straight line type
97 // jump apex is before the jump
98 // we must take the larger one
99 trigger_push_calculatevelocity_flighttime = solution.y;
104 // jump apex is during the jump
105 // we must take the larger one too
106 trigger_push_calculatevelocity_flighttime = solution.y;
114 // almost straight line type
115 // jump apex is after the jump
116 // we must take the smaller one
117 trigger_push_calculatevelocity_flighttime = solution.x;
122 // jump apex is during the jump
123 // we must take the larger one
124 trigger_push_calculatevelocity_flighttime = solution.y;
127 vs = sdist / trigger_push_calculatevelocity_flighttime;
129 // finally calculate the velocity
130 return sdir * vs + '0 0 1' * vz;
133 void trigger_push_touch(entity this, entity toucher)
135 if (this.active == ACTIVE_NOT)
138 if (!isPushable(toucher))
142 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
145 EXACTTRIGGER_TOUCH(this, toucher);
149 toucher.velocity = trigger_push_calculatevelocity(toucher.origin, this.enemy, this.height);
151 else if(this.target && this.target != "")
154 RandomSelection_Init();
155 for(e = NULL; (e = find(e, targetname, this.target)); )
158 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
160 RandomSelection_Add(e, 0, string_null, 1, 1);
162 toucher.velocity = trigger_push_calculatevelocity(toucher.origin, RandomSelection_chosen_ent, this.height);
166 toucher.velocity = this.movedir;
169 UNSET_ONGROUND(toucher);
172 if (toucher.flags & FL_PROJECTILE)
174 toucher.angles = vectoangles (toucher.velocity);
175 switch(toucher.move_movetype)
178 set_movetype(toucher, MOVETYPE_TOSS);
181 case MOVETYPE_BOUNCEMISSILE:
182 set_movetype(toucher, MOVETYPE_BOUNCE);
190 if (IS_PLAYER(toucher))
192 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
193 toucher.oldvelocity = toucher.velocity;
195 if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
197 // flash when activated
198 Send_Effect(EFFECT_JUMPPAD, toucher.origin, toucher.velocity, 1);
199 _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
200 this.pushltime = time + 0.2;
202 if(IS_REAL_CLIENT(toucher) || IS_BOT_CLIENT(toucher))
205 for(int i = 0; i < toucher.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
206 if(toucher.(jumppadsused[i]) == this)
210 toucher.(jumppadsused[toucher.jumppadcount % NUM_JUMPPADSUSED]) = this;
211 toucher.jumppadcount = toucher.jumppadcount + 1;
214 if(IS_REAL_CLIENT(toucher))
217 centerprint(toucher, this.message);
220 toucher.lastteleporttime = time;
222 if (!IS_DEAD(toucher))
223 animdecide_setaction(toucher, ANIMACTION_JUMP, true);
226 toucher.jumppadcount = true;
228 // reset tracking of who pushed you into a hazard (for kill credit)
229 toucher.pushltime = 0;
230 toucher.istypefrag = 0;
233 if(this.enemy.target)
234 SUB_UseTargets(this.enemy, toucher, toucher); // TODO: do we need toucher as trigger too?
236 if (toucher.flags & FL_PROJECTILE)
238 toucher.angles = vectoangles (toucher.velocity);
239 toucher.com_phys_gravity_factor = 1;
240 switch(toucher.move_movetype)
243 set_movetype(toucher, MOVETYPE_TOSS);
246 case MOVETYPE_BOUNCEMISSILE:
247 set_movetype(toucher, MOVETYPE_BOUNCE);
251 UpdateCSQCProjectile(toucher);
254 /*if (toucher.flags & FL_ITEM)
257 toucher.SendFlags |= ISF_DROP;
260 if (this.spawnflags & PUSH_ONCE)
262 settouch(this, func_null);
263 setthink(this, SUB_Remove);
264 this.nextthink = time;
270 void trigger_push_link(entity this);
271 void trigger_push_updatelink(entity this);
273 void trigger_push_findtarget(entity this)
278 // first calculate a typical start point for the jump
279 org = (this.absmin + this.absmax) * 0.5;
280 org_z = this.absmax.z - STAT(PL_MIN, NULL).z;
285 for(t = NULL; (t = find(t, targetname, this.target)); )
291 setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
292 e.velocity = trigger_push_calculatevelocity(org, t, this.height);
294 if(e.move_movetype == MOVETYPE_NONE)
295 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
304 objerror (this, "Jumppad with nonexistant target");
310 // exactly one dest - bots love that
311 this.enemy = find(NULL, targetname, this.target);
315 // have to use random selection every single time
324 setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
325 e.velocity = this.movedir;
327 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
331 trigger_push_link(this);
332 defer(this, 0.1, trigger_push_updatelink);
337 float trigger_push_send(entity this, entity to, float sf)
339 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
341 WriteByte(MSG_ENTITY, this.team);
342 WriteInt24_t(MSG_ENTITY, this.spawnflags);
343 WriteByte(MSG_ENTITY, this.active);
344 WriteCoord(MSG_ENTITY, this.height);
346 WriteCoord(MSG_ENTITY, this.movedir_x);
347 WriteCoord(MSG_ENTITY, this.movedir_y);
348 WriteCoord(MSG_ENTITY, this.movedir_z);
350 trigger_common_write(this, true);
355 void trigger_push_updatelink(entity this)
360 void trigger_push_link(entity this)
362 trigger_link(this, trigger_push_send);
368 * target: target of jump
369 * height: the absolute value is the height of the highest point of the jump
370 * trajectory above the higher one of the player and the target.
371 * the sign indicates whether the highest point is INSIDE (positive)
372 * or OUTSIDE (negative) of the jump trajectory. General rule: use
373 * positive values for targets mounted on the floor, and use negative
374 * values to target a point on the ceiling.
375 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
377 spawnfunc(trigger_push)
383 this.active = ACTIVE_ACTIVE;
384 this.use = trigger_push_use;
385 settouch(this, trigger_push_touch);
390 this.movedir = this.movedir * this.speed * 10;
393 this.noise = "misc/jumppad.wav";
394 precache_sound (this.noise);
396 // this must be called to spawn the teleport waypoints for bots
397 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
401 bool target_push_send(entity this, entity to, float sf)
403 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
405 WriteByte(MSG_ENTITY, this.cnt);
406 WriteString(MSG_ENTITY, this.targetname);
407 WriteCoord(MSG_ENTITY, this.origin_x);
408 WriteCoord(MSG_ENTITY, this.origin_y);
409 WriteCoord(MSG_ENTITY, this.origin_z);
411 WriteAngle(MSG_ENTITY, this.angles_x);
412 WriteAngle(MSG_ENTITY, this.angles_y);
413 WriteAngle(MSG_ENTITY, this.angles_z);
418 void target_push_link(entity this)
420 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
421 Net_LinkEntity(this, false, 0, target_push_send);
422 //this.SendFlags |= 1; // update
425 void target_push_init(entity this)
427 this.mangle = this.angles;
428 setorigin(this, this.origin);
429 target_push_link(this);
432 spawnfunc(target_push) { target_push_init(this); }
433 spawnfunc(info_notnull) { target_push_init(this); }
434 spawnfunc(target_position) { target_push_init(this); }
438 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
440 this.classname = "jumppad";
441 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
442 this.spawnflags = ReadInt24_t();
443 this.active = ReadByte();
444 this.height = ReadCoord();
446 this.movedir_x = ReadCoord();
447 this.movedir_y = ReadCoord();
448 this.movedir_z = ReadCoord();
450 trigger_common_read(this, true);
452 this.entremove = trigger_remove_generic;
453 this.solid = SOLID_TRIGGER;
454 settouch(this, trigger_push_touch);
455 this.move_time = time;
456 defer(this, 0.25, trigger_push_findtarget);
461 void target_push_remove(entity this)
464 strunzone(this.classname);
465 this.classname = string_null;
468 strunzone(this.targetname);
469 this.targetname = string_null;
472 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
474 this.classname = "push_target";
475 this.cnt = ReadByte();
476 this.targetname = strzone(ReadString());
477 this.origin_x = ReadCoord();
478 this.origin_y = ReadCoord();
479 this.origin_z = ReadCoord();
481 this.angles_x = ReadAngle();
482 this.angles_y = ReadAngle();
483 this.angles_z = ReadAngle();
487 setorigin(this, this.origin);
489 this.drawmask = MASK_NORMAL;
490 this.entremove = target_push_remove;