1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
4 void WarpZone_StoreProjectileData(entity e)
6 e.warpzone_oldorigin = e.origin;
7 e.warpzone_oldvelocity = e.velocity;
8 e.warpzone_oldangles = e.angles;
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
15 makevectors (to_angles);
18 setorigin (player, to);
19 player.oldorigin = to; // for DP's unsticking
20 player.angles = to_angles;
21 player.fixangle = TRUE;
22 player.velocity = to_velocity;
24 if(player.effects & EF_TELEPORT_BIT)
25 player.effects &~= EF_TELEPORT_BIT;
27 player.effects |= EF_TELEPORT_BIT;
29 if(player.classname == "player")
30 player.flags &~= FL_ONGROUND;
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleport(entity player)
37 vector o0, a0, v0, o1, a1, v1;
39 o0 = player.origin + player.view_ofs;
43 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
45 // no failure, we simply don't want to teleport yet; TODO in
46 // this situation we may want to create a temporary clone
47 // entity of the player to fix graphics glitch
49 o1 = WarpZone_TransformOrigin(self, o0);
50 v1 = WarpZone_TransformVelocity(self, v0);
51 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
52 a1 = WarpZone_TransformVAngles(self, player.v_angle);
54 a1 = WarpZone_TransformAngles(self, a0);
56 // put him inside solid
57 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
63 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64 setorigin(player, o1);
65 if(WarpZoneLib_MoveOutOfSolid(player))
68 setsize(player, mi, ma);
69 setorigin(player, o0);
73 print("would have to put player in solid, won't do that\n");
74 setsize(player, mi, ma);
75 setorigin(player, o0 - player.view_ofs);
76 return 0; // cannot fix
80 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
82 print("inconsistent warp zones or evil roundoff error\n");
86 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
89 WarpZone_RefSys_Add(player, self);
90 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91 WarpZone_StoreProjectileData(player);
92 player.warpzone_teleport_time = servertime;
93 player.warpzone_teleport_zone = self;
98 void WarpZone_Touch (void)
102 if(other.classname == "trigger_warpzone")
105 // FIXME needs a better check to know what is safe to teleport and what not
106 if(other.movetype == MOVETYPE_NONE)
109 if(WarpZoneLib_ExactTrigger_Touch())
113 if(WarpZone_Teleport(other))
118 save1 = self.target; self.target = string_null;
119 save2 = self.target3; self.target3 = string_null;
121 if not(self.target) self.target = save1;
122 if not(self.target3) self.target3 = save2;
126 save1 = self.target; self.target = string_null;
127 save2 = self.target2; self.target2 = string_null;
129 if not(self.target) self.target = save1;
130 if not(self.target2) self.target2 = save2;
135 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
139 float WarpZone_Send(entity to, float sendflags)
142 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
144 // we must send this flag for clientside to match properly too
146 if(self.warpzone_isboxy)
148 if(self.warpzone_fadestart)
150 if(self.origin != '0 0 0')
152 WriteByte(MSG_ENTITY, f);
154 // we need THESE to render the warpzone (and cull properly)...
157 WriteCoord(MSG_ENTITY, self.origin_x);
158 WriteCoord(MSG_ENTITY, self.origin_y);
159 WriteCoord(MSG_ENTITY, self.origin_z);
162 WriteShort(MSG_ENTITY, self.modelindex);
163 WriteCoord(MSG_ENTITY, self.mins_x);
164 WriteCoord(MSG_ENTITY, self.mins_y);
165 WriteCoord(MSG_ENTITY, self.mins_z);
166 WriteCoord(MSG_ENTITY, self.maxs_x);
167 WriteCoord(MSG_ENTITY, self.maxs_y);
168 WriteCoord(MSG_ENTITY, self.maxs_z);
169 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
171 // we need THESE to calculate the proper transform
172 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
173 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
174 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
175 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
176 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
177 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
178 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
179 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
180 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
181 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
182 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
183 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
187 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
188 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
194 float WarpZone_Camera_Send(entity to, float sendflags)
197 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
199 if(self.warpzone_fadestart)
201 if(self.origin != '0 0 0')
203 WriteByte(MSG_ENTITY, f);
205 // we need THESE to render the warpzone (and cull properly)...
208 WriteCoord(MSG_ENTITY, self.origin_x);
209 WriteCoord(MSG_ENTITY, self.origin_y);
210 WriteCoord(MSG_ENTITY, self.origin_z);
213 WriteShort(MSG_ENTITY, self.modelindex);
214 WriteCoord(MSG_ENTITY, self.mins_x);
215 WriteCoord(MSG_ENTITY, self.mins_y);
216 WriteCoord(MSG_ENTITY, self.mins_z);
217 WriteCoord(MSG_ENTITY, self.maxs_x);
218 WriteCoord(MSG_ENTITY, self.maxs_y);
219 WriteCoord(MSG_ENTITY, self.maxs_z);
220 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
222 // we need THESE to calculate the proper transform
223 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
224 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
225 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
226 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
227 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
228 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
232 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
233 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
239 float WarpZone_CheckProjectileImpact()
241 // if self hit a warpzone, abort
245 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
248 if(self.warpzone_teleport_time == time)
250 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
251 // print("2 warps 1 frame\n");
258 // this approach transports the projectile at its full speed, but does
259 // not properly retain the projectile trail (but we can't retain it
260 // easily anyway without delaying the projectile by two frames, so who
262 WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
263 setorigin(self, trace_endpos);
264 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
265 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
267 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
268 mpd = max(vlen(self.mins), vlen(self.maxs));
269 pd = WarpZone_TargetPlaneDist(wz, self.origin);
272 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
273 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
274 if(!WarpZoneLib_MoveOutOfSolid(self))
282 WarpZone_RefSys_Add(self, wz);
283 WarpZone_StoreProjectileData(self);
284 self.warpzone_teleport_time = time;
288 float WarpZone_Projectile_Touch()
291 if(other.classname == "trigger_warpzone")
293 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
295 if((f = WarpZone_CheckProjectileImpact()) != 0)
297 if(self.warpzone_teleport_time == time)
299 // sequence: hit warpzone, get teleported, hit wall
300 // print("2 hits 1 frame\n");
301 setorigin(self, self.warpzone_oldorigin);
302 self.velocity = self.warpzone_oldvelocity;
303 self.angles = self.warpzone_oldangles;
309 void WarpZone_InitStep_FindOriginTarget()
311 if(self.killtarget != "")
313 self.aiment = find(world, targetname, self.killtarget);
314 if(self.aiment == world)
316 error("Warp zone with nonexisting killtarget");
319 self.killtarget = string_null;
323 void WarpZonePosition_InitStep_FindTarget()
325 if(self.target == "")
327 error("Warp zone position with no target");
330 self.enemy = find(world, targetname, self.target);
331 if(self.enemy == world)
333 error("Warp zone position with nonexisting target");
336 if(self.enemy.aiment)
338 // already is positioned
339 error("Warp zone position targeting already oriented warpzone");
342 self.enemy.aiment = self;
345 void WarpZoneCamera_InitStep_FindTarget()
349 if(self.target == "")
351 error("Camera with no target");
355 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
356 if(random() * ++i < 1)
358 if(self.enemy == world)
360 error("Camera with nonexisting target");
363 warpzone_cameras_exist = 1;
364 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
365 self.SendFlags = 0xFFFFFF;
368 void WarpZone_InitStep_UpdateTransform()
370 vector org, ang, norm, point;
372 vector tri, a, b, c, p, q, n;
378 org = 0.5 * (self.mins + self.maxs);
380 norm = point = '0 0 0';
382 for(i_s = 0; ; ++i_s)
384 tex = getsurfacetexture(self, i_s);
386 break; // this is beyond the last one
387 if(tex == "textures/common/trigger")
389 n_t = getsurfacenumtriangles(self, i_s);
390 for(i_t = 0; i_t < n_t; ++i_t)
392 tri = getsurfacetriangle(self, i_s, i_t);
393 a = getsurfacepoint(self, i_s, tri_x);
394 b = getsurfacepoint(self, i_s, tri_y);
395 c = getsurfacepoint(self, i_s, tri_z);
398 n = '1 0 0' * (q_y * p_z - q_z * p_y)
399 + '0 1 0' * (q_z * p_x - q_x * p_z)
400 + '0 0 1' * (q_x * p_y - q_y * p_x);
401 area = area + vlen(n);
403 point = point + vlen(n) * (a + b + c);
408 norm = norm * (1 / area);
409 point = point * (1 / (3 * area));
410 if(vlen(norm) < 0.99)
412 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
413 area = 0; // no autofixing in this case
415 norm = normalize(norm);
420 org = self.aiment.origin;
421 ang = self.aiment.angles;
424 org = org - ((org - point) * norm) * norm; // project to plane
426 if(norm * v_forward < 0)
428 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
431 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
433 if(norm * v_forward < 0.99)
434 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
435 if(vlen(org - self.aiment.origin) > 0.5)
436 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
442 ang = vectoangles(norm);
446 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
448 self.warpzone_origin = org;
449 self.warpzone_angles = ang;
452 void WarpZone_InitStep_ClearTarget()
455 self.enemy.enemy = world;
459 entity warpzone_first; .entity warpzone_next;
460 void WarpZone_InitStep_FindTarget()
468 // this way only one of the two ents needs to target
469 if(self.target != "")
471 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
474 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
476 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
477 if(random() * ++i < 1)
482 error("Warpzone with non-existing target");
490 void WarpZone_InitStep_FinalizeTransform()
492 if(!self.enemy || self.enemy.enemy != self)
494 error("Invalid warp zone detected. Killed.");
498 warpzone_warpzones_exist = 1;
499 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
500 self.touch = WarpZone_Touch;
501 self.SendFlags = 0xFFFFFF;
504 float warpzone_initialized;
505 entity warpzone_first;
506 entity warpzone_position_first;
507 entity warpzone_camera_first;
508 .entity warpzone_next;
509 void spawnfunc_misc_warpzone_position(void)
511 // "target", "angles", "origin"
512 self.warpzone_next = warpzone_position_first;
513 warpzone_position_first = self;
515 void spawnfunc_trigger_warpzone_position(void)
517 spawnfunc_misc_warpzone_position();
519 void spawnfunc_trigger_warpzone(void)
521 // warp zone entities must have:
522 // "killtarget" pointing to a target_position with a direction arrow
523 // that points AWAY from the warp zone, and that is inside
524 // the warp zone trigger
525 // "target" pointing to an identical warp zone at another place in
526 // the map, with another killtarget to designate its
530 self.scale = self.modelscale;
535 WarpZoneLib_ExactTrigger_Init();
539 setmodel(self, m); // no precision needed
541 setorigin(self, self.origin);
543 setsize(self, self.mins * self.scale, self.maxs * self.scale);
545 setsize(self, self.mins, self.maxs);
546 self.SendEntity = WarpZone_Send;
547 self.SendFlags = 0xFFFFFF;
548 self.effects |= EF_NODEPTHTEST;
549 self.warpzone_next = warpzone_first;
550 warpzone_first = self;
552 void spawnfunc_func_camera(void)
555 self.scale = self.modelscale;
560 precache_model(self.model);
561 setmodel(self, self.model); // no precision needed
563 setorigin(self, self.origin);
565 setsize(self, self.mins * self.scale, self.maxs * self.scale);
567 setsize(self, self.mins, self.maxs);
569 self.solid = SOLID_BSP;
570 else if(self.solid < 0)
571 self.solid = SOLID_NOT;
572 self.SendEntity = WarpZone_Camera_Send;
573 self.SendFlags = 0xFFFFFF;
574 self.warpzone_next = warpzone_camera_first;
575 warpzone_camera_first = self;
577 void WarpZones_Reconnect()
581 for(self = warpzone_first; self; self = self.warpzone_next)
582 WarpZone_InitStep_ClearTarget();
583 for(self = warpzone_first; self; self = self.warpzone_next)
584 WarpZone_InitStep_FindTarget();
585 for(self = warpzone_camera_first; self; self = self.warpzone_next)
586 WarpZoneCamera_InitStep_FindTarget();
587 for(self = warpzone_first; self; self = self.warpzone_next)
588 WarpZone_InitStep_FinalizeTransform();
592 void WarpZone_StartFrame()
595 if(warpzone_initialized == 0)
597 warpzone_initialized = 1;
599 for(self = warpzone_first; self; self = self.warpzone_next)
600 WarpZone_InitStep_FindOriginTarget();
601 for(self = warpzone_position_first; self; self = self.warpzone_next)
602 WarpZonePosition_InitStep_FindTarget();
603 for(self = warpzone_first; self; self = self.warpzone_next)
604 WarpZone_InitStep_UpdateTransform();
606 WarpZones_Reconnect();
609 if(warpzone_warpzones_exist)
611 entity oldself, oldother;
614 for(e = world; (e = nextent(e)); )
616 WarpZone_StoreProjectileData(e);
619 if(f == CLIENTTYPE_REAL)
621 if(e.solid != SOLID_NOT) // not spectating?
623 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
625 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
629 if(WarpZoneLib_ExactTrigger_Touch())
631 WarpZone_Teleport(e); // NOT triggering targets by this!
633 if(f == CLIENTTYPE_NOTACLIENT)
635 for(; (e = nextent(e)); )
636 WarpZone_StoreProjectileData(e);
645 .float warpzone_reconnecting;
646 float visible_to_some_client(entity ent)
649 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
650 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
651 if(checkpvs(e.origin + e.view_ofs, ent))
655 void trigger_warpzone_reconnect_use()
659 // NOTE: this matches for target, not targetname, but of course
660 // targetname must be set too on the other entities
661 for(self = warpzone_first; self; self = self.warpzone_next)
662 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
663 for(self = warpzone_camera_first; self; self = self.warpzone_next)
664 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
665 for(self = warpzone_first; self; self = self.warpzone_next)
666 if(self.warpzone_reconnecting)
667 WarpZone_InitStep_ClearTarget();
668 for(self = warpzone_first; self; self = self.warpzone_next)
669 if(self.warpzone_reconnecting)
670 WarpZone_InitStep_FindTarget();
671 for(self = warpzone_camera_first; self; self = self.warpzone_next)
672 if(self.warpzone_reconnecting)
673 WarpZoneCamera_InitStep_FindTarget();
674 for(self = warpzone_first; self; self = self.warpzone_next)
675 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
676 WarpZone_InitStep_FinalizeTransform();
680 void spawnfunc_trigger_warpzone_reconnect()
682 self.use = trigger_warpzone_reconnect_use;
685 void spawnfunc_target_warpzone_reconnect()
687 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
690 void WarpZone_PlayerPhysics_FixVAngle(void)
692 if(time < self.warpzone_teleport_time)
693 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);