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1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4         #include "../dpdefs/progsdefs.qh"
5     #include "../dpdefs/dpextensions.qh"
6     #include "sys-post.qh"
7     #include "../warpzonelib/anglestransform.qh"
8     #include "../warpzonelib/util_server.qh"
9     #include "../common/constants.qh"
10     #include "../common/util.qh"
11     #include "../common/weapons/weapons.qh"
12     #include "autocvars.qh"
13     #include "defs.qh"
14     #include "../common/notifications.qh"
15     #include "../common/deathtypes.qh"
16     #include "mutators/mutators_include.qh"
17     #include "../csqcmodellib/sv_model.qh"
18     #include "portals.qh"
19     #include "g_hook.qh"
20 #endif
21
22 #define PORTALS_ARE_NOT_SOLID
23
24 const vector SAFENUDGE = '1 1 1';
25 const vector SAFERNUDGE = '8 8 8';
26
27 .vector portal_transform;
28 .vector portal_safe_origin;
29 .float portal_wants_to_vanish;
30 .float portal_activatetime;
31 .float savemodelindex;
32
33 float PlayerEdgeDistance(entity p, vector v)
34 {
35         vector vbest;
36
37         if(v.x < 0) vbest_x = p.mins.x; else vbest_x = p.maxs.x;
38         if(v.y < 0) vbest_y = p.mins.y; else vbest_y = p.maxs.y;
39         if(v.z < 0) vbest_z = p.mins.z; else vbest_z = p.maxs.z;
40
41         return vbest * v;
42 }
43
44 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
45 {
46         vector old_forward, old_up;
47         vector old_yawforward;
48         vector new_forward, new_up;
49         vector new_yawforward;
50
51         vector ang;
52         ang = vangle;
53         /*
54            ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
55            ang = AnglesTransform_ApplyToVAngles(transform, ang);
56          */
57
58         // PLAYERS use different math
59 #ifndef POSITIVE_PITCH_IS_DOWN
60         ang_x = -ang.x;
61 #endif
62
63         //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
64
65         fixedmakevectors(ang);
66         old_forward = v_forward;
67         old_up = v_up;
68         fixedmakevectors(ang.y * '0 1 0');
69         old_yawforward = v_forward;
70
71         // their aiming directions are portalled...
72         new_forward = AnglesTransform_Apply(transform, old_forward);
73         new_up = AnglesTransform_Apply(transform, old_up);
74         new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
75
76         // but now find a new sense of direction
77         // this is NOT easy!
78         // assume new_forward points straight up.
79         // What is our yaw?
80         //
81         // new_up could now point forward OR backward... which direction to choose?
82
83         if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
84         {
85                 // new_yawforward and new_yawup define the new aiming half-circle
86                 // we "just" need to find out whether new_up or -new_up is in that half circle
87                 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
88                 if(new_up * new_yawforward < 0)
89                         new_up = -1 * new_up;
90                 ang_y = vectoyaw(new_up); // this vector is the yaw we want
91                 //print("UP/DOWN path: ", vtos(ang), "\n");
92         }
93         else
94         {
95                 // good angles; here, "forward" suffices
96                 ang = fixedvectoangles(new_forward);
97                 //print("GOOD path: ", vtos(ang), "\n");
98         }
99
100 #ifndef POSITIVE_PITCH_IS_DOWN
101         ang_x = -ang.x;
102 #endif
103         ang_z = vangle.z;
104         return ang;
105 }
106
107 .vector right_vector;
108 float Portal_TeleportPlayer(entity teleporter, entity player)
109 {
110         vector from, to, safe, step, transform, ang, newvel;
111         float planeshift, s, t;
112
113         if (!teleporter.enemy)
114         {
115                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
116                 return 0;
117         }
118
119         from = teleporter.origin;
120         transform = teleporter.portal_transform;
121
122         to = teleporter.enemy.origin;
123         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
124         newvel = AnglesTransform_Apply(transform, player.velocity);
125         // this now is INSIDE the plane... can't use that
126
127         // shift it out
128         fixedmakevectors(teleporter.enemy.mangle);
129
130         // first shift it ON the plane if needed
131         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
132         /*
133         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
134                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
135                 to += newvel * (planeshift / (newvel * v_forward));
136         else
137         */
138                 to += v_forward * planeshift;
139
140         s = (to - teleporter.enemy.origin) * v_right;
141         t = (to - teleporter.enemy.origin) * v_up;
142         s = bound(-48, s, 48);
143         t = bound(-48, t, 48);
144         to = teleporter.enemy.origin
145            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
146            +     s                                        * v_right
147            +     t                                        * v_up;
148
149         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
150         step = to + ((safe - to) * v_forward) * v_forward;
151         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
152         if(trace_startsolid)
153         {
154                 print("'safe' teleport location is not safe!\n");
155                 // FAIL TODO why does this happen?
156                 return 0;
157         }
158         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
159         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
160         if(trace_startsolid)
161         {
162                 print("trace_endpos in solid, this can't be!\n");
163                 // FAIL TODO why does this happen? (reported by MrBougo)
164                 return 0;
165         }
166         to = trace_endpos + normalize(safe - trace_endpos) * 0;
167         //print(vtos(to), "\n");
168
169         // ang_x stuff works around weird quake angles
170         if(IS_PLAYER(player))
171                 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
172         else
173                 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
174
175         // factor -1 allows chaining portals, but may be weird
176         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
177
178         entity oldself = self;
179         self = player;
180         MUTATOR_CALLHOOK(PortalTeleport);
181         player = self;
182         self = oldself;
183
184         if (!teleporter.enemy)
185         {
186                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
187                 return 0;
188         }
189
190         tdeath_hit = 0;
191         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
192         if(tdeath_hit)
193         {
194                 // telefrag within 1 second of portal creation = amazing
195                 if(time < teleporter.teleport_time + 1)
196                         Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_ACHIEVEMENT_AMAZING);
197         }
198
199         if (!teleporter.enemy)
200         {
201                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
202                 return 0;
203         }
204
205         // reset fade counter
206         teleporter.portal_wants_to_vanish = 0;
207         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
208         teleporter.health = autocvar_g_balance_portal_health;
209         teleporter.enemy.health = autocvar_g_balance_portal_health;
210
211         return 1;
212 }
213
214 float Portal_FindSafeOrigin(entity portal)
215 {
216         vector o;
217         o = portal.origin;
218         portal.mins = PL_MIN - SAFERNUDGE;
219         portal.maxs = PL_MAX + SAFERNUDGE;
220         fixedmakevectors(portal.mangle);
221         portal.origin += 16 * v_forward;
222         if(!move_out_of_solid(portal))
223         {
224 #ifdef DEBUG
225                 print("NO SAFE ORIGIN\n");
226 #endif
227                 return 0;
228         }
229         portal.portal_safe_origin = portal.origin;
230         setorigin(portal, o);
231         return 1;
232 }
233
234 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
235 {
236         float dist, distpersec, delta;
237         vector v;
238
239         dist = (eorg - porg) * pnorm;
240         dist += min(emins.x * pnorm.x, emaxs.x * pnorm.x);
241         dist += min(emins.y * pnorm.y, emaxs.y * pnorm.y);
242         dist += min(emins.z * pnorm.z, emaxs.z * pnorm.z);
243         if(dist < -1) // other side?
244                 return 0;
245 #ifdef PORTALS_ARE_NOT_SOLID
246         distpersec = evel * pnorm;
247         if(distpersec >= 0) // going away from the portal?
248                 return 0;
249         // we don't need this check with solid portals, them being SOLID_BSP should suffice
250         delta = dist / distpersec;
251         v = eorg - evel * delta - porg;
252         v = v - pnorm * (pnorm * v);
253         return vlen(v) < psize;
254 #else
255         return 1;
256 #endif
257 }
258
259 void Portal_Touch()
260 {
261         vector g;
262
263 #ifdef PORTALS_ARE_NOT_SOLID
264         // portal is being removed?
265         if(self.solid != SOLID_TRIGGER)
266                 return; // possibly engine bug
267
268         if(IS_PLAYER(other))
269                 return; // handled by think
270 #endif
271
272         if(other.classname == "item_flag_team")
273                 return; // never portal these
274
275         if(other.classname == "grapplinghook")
276                 return; // handled by think
277
278         if(!self.enemy)
279                 error("Portal_Touch called for a broken portal\n");
280
281 #ifdef PORTALS_ARE_NOT_SOLID
282         if(trace_fraction < 1)
283                 return; // only handle TouchAreaGrid ones (only these can teleport)
284 #else
285         if(trace_fraction >= 1)
286                 return; // only handle impacts
287 #endif
288
289         if(other.classname == "porto")
290         {
291                 if(other.portal_id == self.portal_id)
292                         return;
293         }
294         if(time < self.portal_activatetime)
295                 if(other == self.aiment)
296                 {
297                         self.portal_activatetime = time + 0.1;
298                         return;
299                 }
300         if(other != self.aiment)
301                 if(IS_PLAYER(other))
302                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
303                                 return; // cannot go through someone else's portal
304         if(other.aiment != self.aiment)
305                 if(IS_PLAYER(other.aiment))
306                         if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
307                                 return; // cannot go through someone else's portal
308         fixedmakevectors(self.mangle);
309         g = frametime * '0 0 -1' * autocvar_sv_gravity;
310         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs.x))
311                 return;
312
313         /*
314         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
315         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
316         {
317                 // can't teleport this
318                 return;
319         }
320         */
321
322         if(Portal_TeleportPlayer(self, other))
323                 if(other.classname == "porto")
324                         if(other.effects & EF_RED)
325                                 other.effects += EF_BLUE - EF_RED;
326 }
327
328 void Portal_Think();
329 void Portal_MakeBrokenPortal(entity portal)
330 {
331         portal.skin = 2;
332         portal.solid = SOLID_NOT;
333         portal.touch = func_null;
334         portal.think = func_null;
335         portal.effects = 0;
336         portal.nextthink = 0;
337         portal.takedamage = DAMAGE_NO;
338 }
339
340 void Portal_MakeWaitingPortal(entity portal)
341 {
342         portal.skin = 2;
343         portal.solid = SOLID_NOT;
344         portal.touch = func_null;
345         portal.think = func_null;
346         portal.effects = EF_ADDITIVE;
347         portal.nextthink = 0;
348         portal.takedamage = DAMAGE_YES;
349 }
350
351 void Portal_MakeInPortal(entity portal)
352 {
353         portal.skin = 0;
354         portal.solid = SOLID_NOT; // this is done when connecting them!
355         portal.touch = Portal_Touch;
356         portal.think = Portal_Think;
357         portal.effects = EF_RED;
358         portal.nextthink = time;
359         portal.takedamage = DAMAGE_NO;
360 }
361
362 void Portal_MakeOutPortal(entity portal)
363 {
364         portal.skin = 1;
365         portal.solid = SOLID_NOT;
366         portal.touch = func_null;
367         portal.think = func_null;
368         portal.effects = EF_STARDUST | EF_BLUE;
369         portal.nextthink = 0;
370         portal.takedamage = DAMAGE_YES;
371 }
372
373 void Portal_Disconnect(entity teleporter, entity destination)
374 {
375         teleporter.enemy = world;
376         destination.enemy = world;
377         Portal_MakeBrokenPortal(teleporter);
378         Portal_MakeBrokenPortal(destination);
379 }
380
381 void Portal_Connect(entity teleporter, entity destination)
382 {
383         teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
384
385         teleporter.enemy = destination;
386         destination.enemy = teleporter;
387         Portal_MakeInPortal(teleporter);
388         Portal_MakeOutPortal(destination);
389         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
390         destination.fade_time = teleporter.fade_time;
391         teleporter.portal_wants_to_vanish = 0;
392         destination.portal_wants_to_vanish = 0;
393         teleporter.teleport_time = time;
394 #ifdef PORTALS_ARE_NOT_SOLID
395         teleporter.solid = SOLID_TRIGGER;
396 #else
397         teleporter.solid = SOLID_BSP;
398 #endif
399 }
400
401 void Portal_Remove(entity portal, float killed)
402 {
403         entity e;
404         e = portal.enemy;
405
406         if(e)
407         {
408                 Portal_Disconnect(portal, e);
409                 Portal_Remove(e, killed);
410         }
411
412         if(portal == portal.aiment.portal_in)
413                 portal.aiment.portal_in = world;
414         if(portal == portal.aiment.portal_out)
415                 portal.aiment.portal_out = world;
416         //portal.aiment = world;
417
418         // makes the portal vanish
419         if(killed)
420         {
421                 fixedmakevectors(portal.mangle);
422                 sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
423                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
424                 remove(portal);
425         }
426         else
427         {
428                 Portal_MakeBrokenPortal(portal);
429                 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTEN_NORM);
430                 SUB_SetFade(portal, time, 0.5);
431         }
432 }
433
434 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
435 {
436         if(deathtype == DEATH_TELEFRAG)
437                 return;
438         if(attacker != self.aiment)
439                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
440                         return;
441         self.health -= damage;
442         if(self.health < 0)
443                 Portal_Remove(self, 1);
444 }
445
446 void Portal_Think_TryTeleportPlayer(entity e, vector g)
447 {
448         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs.x))
449                 return;
450
451         // if e would hit the portal in a frame...
452         // already teleport him
453         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
454         if(trace_ent == self)
455                 Portal_TeleportPlayer(self, e);
456 }
457
458 void Portal_Think()
459 {
460         entity e, o;
461         vector g;
462
463 #ifdef PORTALS_ARE_NOT_SOLID
464         // portal is being removed?
465         if(self.solid != SOLID_TRIGGER)
466                 return; // possibly engine bug
467
468         if(!self.enemy)
469                 error("Portal_Think called for a broken portal\n");
470
471         o = self.aiment;
472         self.solid = SOLID_BBOX;
473         self.aiment = world;
474
475         g = frametime * '0 0 -1' * autocvar_sv_gravity;
476
477         fixedmakevectors(self.mangle);
478
479         FOR_EACH_PLAYER(e)
480         {
481                 if(e != o)
482                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
483                                 continue; // cannot go through someone else's portal
484
485                 if(e != o || time >= self.portal_activatetime)
486                         Portal_Think_TryTeleportPlayer(e, g);
487
488                 if(e.hook)
489                         Portal_Think_TryTeleportPlayer(e.hook, g);
490         }
491         self.solid = SOLID_TRIGGER;
492         self.aiment = o;
493 #endif
494
495         self.nextthink = time;
496
497         if(time > self.fade_time)
498                 Portal_Remove(self, 0);
499 }
500
501 float Portal_Customize()
502 {
503         if(IS_SPEC(other))
504                 other = other.enemy;
505         if(other == self.aiment)
506         {
507                 self.modelindex = self.savemodelindex;
508         }
509         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
510         {
511                 self.modelindex = 0;
512         }
513         else
514         {
515                 self.modelindex = self.savemodelindex;
516         }
517         return true;
518 }
519
520 // cleanup:
521 //   when creating in-portal:
522 //     disconnect
523 //     clear existing in-portal
524 //     set as in-portal
525 //     connect
526 //   when creating out-portal:
527 //     disconnect
528 //     clear existing out-portal
529 //     set as out-portal
530 //   when player dies:
531 //     disconnect portals
532 //     clear both portals
533 //   after timeout of in-portal:
534 //     disconnect portals
535 //     clear both portals
536 //   TODO: ensure only one portal shot at once
537 float Portal_SetInPortal(entity own, entity portal)
538 {
539         if(own.portal_in)
540         {
541                 if(own.portal_out)
542                         Portal_Disconnect(own.portal_in, own.portal_out);
543                 Portal_Remove(own.portal_in, 0);
544         }
545         own.portal_in = portal;
546         if(own.portal_out)
547         {
548                 own.portal_out.portal_id = portal.portal_id;
549                 Portal_Connect(own.portal_in, own.portal_out);
550         }
551         return 2;
552 }
553 float Portal_SetOutPortal(entity own, entity portal)
554 {
555         if(own.portal_out)
556         {
557                 if(own.portal_in)
558                         Portal_Disconnect(own.portal_in, own.portal_out);
559                 Portal_Remove(own.portal_out, 0);
560         }
561         own.portal_out = portal;
562         if(own.portal_in)
563         {
564                 own.portal_in.portal_id = portal.portal_id;
565                 Portal_Connect(own.portal_in, own.portal_out);
566         }
567         return 1;
568 }
569 void Portal_ClearAll_PortalsOnly(entity own)
570 {
571         if(own.portal_in)
572                 Portal_Remove(own.portal_in, 0);
573         if(own.portal_out)
574                 Portal_Remove(own.portal_out, 0);
575 }
576 void Portal_ClearAll(entity own)
577 {
578         Portal_ClearAll_PortalsOnly(own);
579         W_Porto_Remove(own);
580 }
581 void Portal_RemoveLater_Think()
582 {
583         Portal_Remove(self, self.cnt);
584 }
585 void Portal_RemoveLater(entity portal, float kill)
586 {
587         Portal_MakeBrokenPortal(portal);
588         portal.cnt = kill;
589         portal.think = Portal_RemoveLater_Think;
590         portal.nextthink = time;
591 }
592 void Portal_ClearAllLater_PortalsOnly(entity own)
593 {
594         if(own.portal_in)
595                 Portal_RemoveLater(own.portal_in, 0);
596         if(own.portal_out)
597                 Portal_RemoveLater(own.portal_out, 0);
598 }
599 void Portal_ClearAllLater(entity own)
600 {
601         Portal_ClearAllLater_PortalsOnly(own);
602         W_Porto_Remove(own);
603 }
604 void Portal_ClearWithID(entity own, float id)
605 {
606         if(own.portal_in)
607                 if(own.portal_in.portal_id == id)
608                 {
609                         if(own.portal_out)
610                                 Portal_Disconnect(own.portal_in, own.portal_out);
611                         Portal_Remove(own.portal_in, 0);
612                 }
613         if(own.portal_out)
614                 if(own.portal_out.portal_id == id)
615                 {
616                         if(own.portal_in)
617                                 Portal_Disconnect(own.portal_in, own.portal_out);
618                         Portal_Remove(own.portal_out, 0);
619                 }
620 }
621
622 entity Portal_Spawn(entity own, vector org, vector ang)
623 {
624         entity portal;
625
626         fixedmakevectors(ang);
627         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
628                 return world;
629
630         portal = spawn();
631         portal.classname = "portal";
632         portal.aiment = own;
633         setorigin(portal, org);
634         portal.mangle = ang;
635         portal.angles = ang;
636         portal.angles_x = -portal.angles.x; // is a bmodel
637         portal.think = Portal_Think;
638         portal.nextthink = 0;
639         portal.portal_activatetime = time + 0.1;
640         portal.takedamage = DAMAGE_AIM;
641         portal.event_damage = Portal_Damage;
642         portal.fade_time = time + autocvar_g_balance_portal_lifetime;
643         portal.health = autocvar_g_balance_portal_health;
644         setmodel(portal, "models/portal.md3");
645         portal.savemodelindex = portal.modelindex;
646         portal.customizeentityforclient = Portal_Customize;
647
648         if(!Portal_FindSafeOrigin(portal))
649         {
650                 remove(portal);
651                 return world;
652         }
653
654         setsize(portal, '-48 -48 -48', '48 48 48');
655         Portal_MakeWaitingPortal(portal);
656
657         return portal;
658 }
659
660 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
661 {
662         entity portal;
663         vector ang;
664         vector org;
665
666         org = trace_endpos;
667         ang = fixedvectoangles2(trace_plane_normal, dir);
668         fixedmakevectors(ang);
669
670         portal = Portal_Spawn(own, org, ang);
671         if(!portal)
672                 return 0;
673
674         portal.portal_id = portal_id_val;
675         Portal_SetInPortal(own, portal);
676
677         return 1;
678 }
679
680 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
681 {
682         entity portal;
683         vector ang;
684         vector org;
685
686         org = trace_endpos;
687         ang = fixedvectoangles2(trace_plane_normal, dir);
688         fixedmakevectors(ang);
689
690         portal = Portal_Spawn(own, org, ang);
691         if(!portal)
692                 return 0;
693
694         portal.portal_id = portal_id_val;
695         Portal_SetOutPortal(own, portal);
696
697         return 1;
698 }