4 #include "../dpdefs/progsdefs.qc"
5 #include "../dpdefs/dpextensions.qc"
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"
14 #include "../common/notifications.qh"
15 #include "../common/deathtypes.qh"
16 #include "mutators/mutators_include.qh"
17 #include "../csqcmodellib/sv_model.qh"
22 #define PORTALS_ARE_NOT_SOLID
24 const vector SAFENUDGE = '1 1 1';
25 const vector SAFERNUDGE = '8 8 8';
27 .vector portal_transform;
28 .vector portal_safe_origin;
29 .float portal_wants_to_vanish;
30 .float portal_activatetime;
31 .float savemodelindex;
33 float PlayerEdgeDistance(entity p, vector v)
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;
44 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
46 vector old_forward, old_up;
47 vector old_yawforward;
48 vector new_forward, new_up;
49 vector new_yawforward;
54 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
55 ang = AnglesTransform_ApplyToVAngles(transform, ang);
58 // PLAYERS use different math
59 #ifndef POSITIVE_PITCH_IS_DOWN
63 //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
65 fixedmakevectors(ang);
66 old_forward = v_forward;
68 fixedmakevectors(ang.y * '0 1 0');
69 old_yawforward = v_forward;
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);
76 // but now find a new sense of direction
78 // assume new_forward points straight up.
81 // new_up could now point forward OR backward... which direction to choose?
83 if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
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)
90 ang_y = vectoyaw(new_up); // this vector is the yaw we want
91 //print("UP/DOWN path: ", vtos(ang), "\n");
95 // good angles; here, "forward" suffices
96 ang = fixedvectoangles(new_forward);
97 //print("GOOD path: ", vtos(ang), "\n");
100 #ifndef POSITIVE_PITCH_IS_DOWN
107 .vector right_vector;
108 float Portal_TeleportPlayer(entity teleporter, entity player)
110 vector from, to, safe, step, transform, ang, newvel;
111 float planeshift, s, t;
113 if (!teleporter.enemy)
115 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
119 from = teleporter.origin;
120 transform = teleporter.portal_transform;
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
128 fixedmakevectors(teleporter.enemy.mangle);
130 // first shift it ON the plane if needed
131 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
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));
138 to += v_forward * planeshift;
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
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);
154 print("'safe' teleport location is not safe!\n");
155 // FAIL TODO why does this happen?
158 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
159 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
162 print("trace_endpos in solid, this can't be!\n");
163 // FAIL TODO why does this happen? (reported by MrBougo)
166 to = trace_endpos + normalize(safe - trace_endpos) * 0;
167 //print(vtos(to), "\n");
169 // ang_x stuff works around weird quake angles
170 if(IS_PLAYER(player))
171 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
173 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
175 // factor -1 allows chaining portals, but may be weird
176 player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
178 entity oldself = self;
180 MUTATOR_CALLHOOK(PortalTeleport);
184 if (!teleporter.enemy)
186 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
191 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
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);
199 if (!teleporter.enemy)
201 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
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;
214 float Portal_FindSafeOrigin(entity portal)
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))
225 print("NO SAFE ORIGIN\n");
229 portal.portal_safe_origin = portal.origin;
230 setorigin(portal, o);
234 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
236 float dist, distpersec, delta;
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?
245 #ifdef PORTALS_ARE_NOT_SOLID
246 distpersec = evel * pnorm;
247 if(distpersec >= 0) // going away from the portal?
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;
263 #ifdef PORTALS_ARE_NOT_SOLID
264 // portal is being removed?
265 if(self.solid != SOLID_TRIGGER)
266 return; // possibly engine bug
269 return; // handled by think
272 if(other.classname == "item_flag_team")
273 return; // never portal these
275 if(other.classname == "grapplinghook")
276 return; // handled by think
279 error("Portal_Touch called for a broken portal\n");
281 #ifdef PORTALS_ARE_NOT_SOLID
282 if(trace_fraction < 1)
283 return; // only handle TouchAreaGrid ones (only these can teleport)
285 if(trace_fraction >= 1)
286 return; // only handle impacts
289 if(other.classname == "porto")
291 if(other.portal_id == self.portal_id)
294 if(time < self.portal_activatetime)
295 if(other == self.aiment)
297 self.portal_activatetime = time + 0.1;
300 if(other != self.aiment)
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))
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)
317 // can't teleport this
322 if(Portal_TeleportPlayer(self, other))
323 if(other.classname == "porto")
324 if(other.effects & EF_RED)
325 other.effects += EF_BLUE - EF_RED;
329 void Portal_MakeBrokenPortal(entity portal)
332 portal.solid = SOLID_NOT;
333 portal.touch = func_null;
334 portal.think = func_null;
336 portal.nextthink = 0;
337 portal.takedamage = DAMAGE_NO;
340 void Portal_MakeWaitingPortal(entity portal)
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;
351 void Portal_MakeInPortal(entity portal)
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;
362 void Portal_MakeOutPortal(entity portal)
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;
373 void Portal_Disconnect(entity teleporter, entity destination)
375 teleporter.enemy = world;
376 destination.enemy = world;
377 Portal_MakeBrokenPortal(teleporter);
378 Portal_MakeBrokenPortal(destination);
381 void Portal_Connect(entity teleporter, entity destination)
383 teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
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;
397 teleporter.solid = SOLID_BSP;
401 void Portal_Remove(entity portal, float killed)
408 Portal_Disconnect(portal, e);
409 Portal_Remove(e, killed);
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;
418 // makes the portal vanish
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);
428 Portal_MakeBrokenPortal(portal);
429 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTEN_NORM);
430 SUB_SetFade(portal, time, 0.5);
434 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
436 if(deathtype == DEATH_TELEFRAG)
438 if(attacker != self.aiment)
439 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
441 self.health -= damage;
443 Portal_Remove(self, 1);
446 void Portal_Think_TryTeleportPlayer(entity e, vector g)
448 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs.x))
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);
463 #ifdef PORTALS_ARE_NOT_SOLID
464 // portal is being removed?
465 if(self.solid != SOLID_TRIGGER)
466 return; // possibly engine bug
469 error("Portal_Think called for a broken portal\n");
472 self.solid = SOLID_BBOX;
475 g = frametime * '0 0 -1' * autocvar_sv_gravity;
477 fixedmakevectors(self.mangle);
482 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
483 continue; // cannot go through someone else's portal
485 if(e != o || time >= self.portal_activatetime)
486 Portal_Think_TryTeleportPlayer(e, g);
489 Portal_Think_TryTeleportPlayer(e.hook, g);
491 self.solid = SOLID_TRIGGER;
495 self.nextthink = time;
497 if(time > self.fade_time)
498 Portal_Remove(self, 0);
501 float Portal_Customize()
505 if(other == self.aiment)
507 self.modelindex = self.savemodelindex;
509 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
515 self.modelindex = self.savemodelindex;
521 // when creating in-portal:
523 // clear existing in-portal
526 // when creating out-portal:
528 // clear existing out-portal
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)
542 Portal_Disconnect(own.portal_in, own.portal_out);
543 Portal_Remove(own.portal_in, 0);
545 own.portal_in = portal;
548 own.portal_out.portal_id = portal.portal_id;
549 Portal_Connect(own.portal_in, own.portal_out);
553 float Portal_SetOutPortal(entity own, entity portal)
558 Portal_Disconnect(own.portal_in, own.portal_out);
559 Portal_Remove(own.portal_out, 0);
561 own.portal_out = portal;
564 own.portal_in.portal_id = portal.portal_id;
565 Portal_Connect(own.portal_in, own.portal_out);
569 void Portal_ClearAll_PortalsOnly(entity own)
572 Portal_Remove(own.portal_in, 0);
574 Portal_Remove(own.portal_out, 0);
576 void Portal_ClearAll(entity own)
578 Portal_ClearAll_PortalsOnly(own);
581 void Portal_RemoveLater_Think()
583 Portal_Remove(self, self.cnt);
585 void Portal_RemoveLater(entity portal, float kill)
587 Portal_MakeBrokenPortal(portal);
589 portal.think = Portal_RemoveLater_Think;
590 portal.nextthink = time;
592 void Portal_ClearAllLater_PortalsOnly(entity own)
595 Portal_RemoveLater(own.portal_in, 0);
597 Portal_RemoveLater(own.portal_out, 0);
599 void Portal_ClearAllLater(entity own)
601 Portal_ClearAllLater_PortalsOnly(own);
604 void Portal_ClearWithID(entity own, float id)
607 if(own.portal_in.portal_id == id)
610 Portal_Disconnect(own.portal_in, own.portal_out);
611 Portal_Remove(own.portal_in, 0);
614 if(own.portal_out.portal_id == id)
617 Portal_Disconnect(own.portal_in, own.portal_out);
618 Portal_Remove(own.portal_out, 0);
622 entity Portal_Spawn(entity own, vector org, vector ang)
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))
631 portal.classname = "portal";
633 setorigin(portal, org);
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;
648 if(!Portal_FindSafeOrigin(portal))
654 setsize(portal, '-48 -48 -48', '48 48 48');
655 Portal_MakeWaitingPortal(portal);
660 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
667 ang = fixedvectoangles2(trace_plane_normal, dir);
668 fixedmakevectors(ang);
670 portal = Portal_Spawn(own, org, ang);
674 portal.portal_id = portal_id_val;
675 Portal_SetInPortal(own, portal);
680 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
687 ang = fixedvectoangles2(trace_plane_normal, dir);
688 fixedmakevectors(ang);
690 portal = Portal_Spawn(own, org, ang);
694 portal.portal_id = portal_id_val;
695 Portal_SetOutPortal(own, portal);