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 = time;
97 void WarpZone_Touch (void)
101 if(other.classname == "trigger_warpzone")
104 // FIXME needs a better check to know what is safe to teleport and what not
105 if(other.movetype == MOVETYPE_NONE)
108 if(WarpZoneLib_ExactTrigger_Touch())
112 if(WarpZone_Teleport(other))
117 save1 = self.target; self.target = string_null;
118 save2 = self.target3; self.target3 = string_null;
120 if not(self.target) self.target = save1;
121 if not(self.target3) self.target3 = save2;
125 save1 = self.target; self.target = string_null;
126 save2 = self.target2; self.target2 = string_null;
128 if not(self.target) self.target = save1;
129 if not(self.target2) self.target2 = save2;
134 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
138 float WarpZone_Send(entity to, float sendflags)
141 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
143 // we must send this flag for clientside to match properly too
145 if(self.warpzone_isboxy)
147 if(self.warpzone_fadestart)
149 if(self.origin != '0 0 0')
151 WriteByte(MSG_ENTITY, f);
153 // we need THESE to render the warpzone (and cull properly)...
156 WriteCoord(MSG_ENTITY, self.origin_x);
157 WriteCoord(MSG_ENTITY, self.origin_y);
158 WriteCoord(MSG_ENTITY, self.origin_z);
161 WriteShort(MSG_ENTITY, self.modelindex);
162 WriteCoord(MSG_ENTITY, self.mins_x);
163 WriteCoord(MSG_ENTITY, self.mins_y);
164 WriteCoord(MSG_ENTITY, self.mins_z);
165 WriteCoord(MSG_ENTITY, self.maxs_x);
166 WriteCoord(MSG_ENTITY, self.maxs_y);
167 WriteCoord(MSG_ENTITY, self.maxs_z);
168 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
170 // we need THESE to calculate the proper transform
171 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
172 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
173 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
174 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
175 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
176 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
177 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
178 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
179 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
180 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
181 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
182 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
186 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
187 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
193 float WarpZone_Camera_Send(entity to, float sendflags)
196 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
198 if(self.warpzone_fadestart)
200 if(self.origin != '0 0 0')
202 WriteByte(MSG_ENTITY, f);
204 // we need THESE to render the warpzone (and cull properly)...
207 WriteCoord(MSG_ENTITY, self.origin_x);
208 WriteCoord(MSG_ENTITY, self.origin_y);
209 WriteCoord(MSG_ENTITY, self.origin_z);
212 WriteShort(MSG_ENTITY, self.modelindex);
213 WriteCoord(MSG_ENTITY, self.mins_x);
214 WriteCoord(MSG_ENTITY, self.mins_y);
215 WriteCoord(MSG_ENTITY, self.mins_z);
216 WriteCoord(MSG_ENTITY, self.maxs_x);
217 WriteCoord(MSG_ENTITY, self.maxs_y);
218 WriteCoord(MSG_ENTITY, self.maxs_z);
219 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
221 // we need THESE to calculate the proper transform
222 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
223 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
224 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
225 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
226 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
227 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
231 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
232 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
238 float WarpZone_CheckProjectileImpact()
240 // if self hit a warpzone, abort
244 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
247 if(self.warpzone_teleport_time == time)
249 // 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)
250 // print("2 warps 1 frame\n");
257 // this approach transports the projectile at its full speed, but does
258 // not properly retain the projectile trail (but we can't retain it
259 // easily anyway without delaying the projectile by two frames, so who
261 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
262 setorigin(self, trace_endpos);
263 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
264 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
266 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
267 mpd = max(vlen(self.mins), vlen(self.maxs));
268 pd = WarpZone_TargetPlaneDist(wz, self.origin);
271 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
272 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
273 if(!WarpZoneLib_MoveOutOfSolid(self))
281 WarpZone_RefSys_Add(self, wz);
282 WarpZone_StoreProjectileData(self);
283 self.warpzone_teleport_time = time;
287 float WarpZone_Projectile_Touch()
290 if(other.classname == "trigger_warpzone")
292 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
294 if((f = WarpZone_CheckProjectileImpact()) != 0)
296 if(self.warpzone_teleport_time == time)
298 // sequence: hit warpzone, get teleported, hit wall
299 // print("2 hits 1 frame\n");
300 setorigin(self, self.warpzone_oldorigin);
301 self.velocity = self.warpzone_oldvelocity;
302 self.angles = self.warpzone_oldangles;
308 void WarpZone_InitStep_FindOriginTarget()
310 if(self.killtarget != "")
312 self.aiment = find(world, targetname, self.killtarget);
313 if(self.aiment == world)
315 error("Warp zone with nonexisting killtarget");
318 self.killtarget = string_null;
322 void WarpZonePosition_InitStep_FindTarget()
324 if(self.target == "")
326 error("Warp zone position with no target");
329 self.enemy = find(world, targetname, self.target);
330 if(self.enemy == world)
332 error("Warp zone position with nonexisting target");
335 if(self.enemy.aiment)
337 // already is positioned
338 error("Warp zone position targeting already oriented warpzone");
341 self.enemy.aiment = self;
344 void WarpZoneCamera_InitStep_FindTarget()
348 if(self.target == "")
350 error("Camera with no target");
354 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
355 if(random() * ++i < 1)
357 if(self.enemy == world)
359 error("Camera with nonexisting target");
362 warpzone_cameras_exist = 1;
363 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
364 self.SendFlags = 0xFFFFFF;
367 void WarpZone_InitStep_UpdateTransform()
369 vector org, ang, norm, point;
371 vector tri, a, b, c, p, q, n;
377 org = 0.5 * (self.mins + self.maxs);
379 norm = point = '0 0 0';
381 for(i_s = 0; ; ++i_s)
383 tex = getsurfacetexture(self, i_s);
385 break; // this is beyond the last one
386 if(tex == "textures/common/trigger")
388 n_t = getsurfacenumtriangles(self, i_s);
389 for(i_t = 0; i_t < n_t; ++i_t)
391 tri = getsurfacetriangle(self, i_s, i_t);
392 a = getsurfacepoint(self, i_s, tri_x);
393 b = getsurfacepoint(self, i_s, tri_y);
394 c = getsurfacepoint(self, i_s, tri_z);
397 n = '1 0 0' * (q_y * p_z - q_z * p_y)
398 + '0 1 0' * (q_z * p_x - q_x * p_z)
399 + '0 0 1' * (q_x * p_y - q_y * p_x);
400 area = area + vlen(n);
402 point = point + vlen(n) * (a + b + c);
407 norm = norm * (1 / area);
408 point = point * (1 / (3 * area));
409 if(vlen(norm) < 0.99)
411 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
412 area = 0; // no autofixing in this case
414 norm = normalize(norm);
419 org = self.aiment.origin;
420 ang = self.aiment.angles;
423 org = org - ((org - point) * norm) * norm; // project to plane
425 if(norm * v_forward < 0)
427 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
430 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
432 if(norm * v_forward < 0.99)
433 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
434 if(vlen(org - self.aiment.origin) > 0.5)
435 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
441 ang = vectoangles(norm);
445 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
447 self.warpzone_origin = org;
448 self.warpzone_angles = ang;
451 void WarpZone_InitStep_ClearTarget()
454 self.enemy.enemy = world;
458 entity warpzone_first; .entity warpzone_next;
459 void WarpZone_InitStep_FindTarget()
467 // this way only one of the two ents needs to target
468 if(self.target != "")
470 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
473 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
475 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
476 if(random() * ++i < 1)
481 error("Warpzone with non-existing target");
489 void WarpZone_InitStep_FinalizeTransform()
491 if(!self.enemy || self.enemy.enemy != self)
493 error("Invalid warp zone detected. Killed.");
497 warpzone_warpzones_exist = 1;
498 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
499 self.touch = WarpZone_Touch;
500 self.SendFlags = 0xFFFFFF;
503 float warpzone_initialized;
504 entity warpzone_first;
505 entity warpzone_position_first;
506 entity warpzone_camera_first;
507 .entity warpzone_next;
508 void spawnfunc_misc_warpzone_position(void)
510 // "target", "angles", "origin"
511 self.warpzone_next = warpzone_position_first;
512 warpzone_position_first = self;
514 void spawnfunc_trigger_warpzone_position(void)
516 spawnfunc_misc_warpzone_position();
518 void spawnfunc_trigger_warpzone(void)
520 // warp zone entities must have:
521 // "killtarget" pointing to a target_position with a direction arrow
522 // that points AWAY from the warp zone, and that is inside
523 // the warp zone trigger
524 // "target" pointing to an identical warp zone at another place in
525 // the map, with another killtarget to designate its
529 self.scale = self.modelscale;
534 WarpZoneLib_ExactTrigger_Init();
538 setmodel(self, m); // no precision needed
540 setorigin(self, self.origin);
542 setsize(self, self.mins * self.scale, self.maxs * self.scale);
544 setsize(self, self.mins, self.maxs);
545 self.SendEntity = WarpZone_Send;
546 self.SendFlags = 0xFFFFFF;
547 self.effects |= EF_NODEPTHTEST;
548 self.warpzone_next = warpzone_first;
549 warpzone_first = self;
551 void spawnfunc_func_camera(void)
554 self.scale = self.modelscale;
559 precache_model(self.model);
560 setmodel(self, self.model); // no precision needed
562 setorigin(self, self.origin);
564 setsize(self, self.mins * self.scale, self.maxs * self.scale);
566 setsize(self, self.mins, self.maxs);
568 self.solid = SOLID_BSP;
569 else if(self.solid < 0)
570 self.solid = SOLID_NOT;
571 self.SendEntity = WarpZone_Camera_Send;
572 self.SendFlags = 0xFFFFFF;
573 self.warpzone_next = warpzone_camera_first;
574 warpzone_camera_first = self;
576 void WarpZones_Reconnect()
580 for(self = warpzone_first; self; self = self.warpzone_next)
581 WarpZone_InitStep_ClearTarget();
582 for(self = warpzone_first; self; self = self.warpzone_next)
583 WarpZone_InitStep_FindTarget();
584 for(self = warpzone_camera_first; self; self = self.warpzone_next)
585 WarpZoneCamera_InitStep_FindTarget();
586 for(self = warpzone_first; self; self = self.warpzone_next)
587 WarpZone_InitStep_FinalizeTransform();
591 void WarpZone_StartFrame()
594 if(warpzone_initialized == 0)
596 warpzone_initialized = 1;
598 for(self = warpzone_first; self; self = self.warpzone_next)
599 WarpZone_InitStep_FindOriginTarget();
600 for(self = warpzone_position_first; self; self = self.warpzone_next)
601 WarpZonePosition_InitStep_FindTarget();
602 for(self = warpzone_first; self; self = self.warpzone_next)
603 WarpZone_InitStep_UpdateTransform();
605 WarpZones_Reconnect();
608 entity oldself, oldother;
611 for(e = world; (e = nextent(e)); )
613 WarpZone_StoreProjectileData(e);
616 if(f == CLIENTTYPE_REAL)
618 if(e.solid != SOLID_NOT) // not spectating?
620 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
622 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
626 if(WarpZoneLib_ExactTrigger_Touch())
628 WarpZone_Teleport(e); // NOT triggering targets by this!
630 if(f == CLIENTTYPE_NOTACLIENT)
632 for(; (e = nextent(e)); )
633 WarpZone_StoreProjectileData(e);
641 .float warpzone_reconnecting;
642 float visible_to_some_client(entity ent)
645 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
646 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
647 if(checkpvs(e.origin + e.view_ofs, ent))
651 void trigger_warpzone_reconnect_use()
655 // NOTE: this matches for target, not targetname, but of course
656 // targetname must be set too on the other entities
657 for(self = warpzone_first; self; self = self.warpzone_next)
658 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
659 for(self = warpzone_camera_first; self; self = self.warpzone_next)
660 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
661 for(self = warpzone_first; self; self = self.warpzone_next)
662 if(self.warpzone_reconnecting)
663 WarpZone_InitStep_ClearTarget();
664 for(self = warpzone_first; self; self = self.warpzone_next)
665 if(self.warpzone_reconnecting)
666 WarpZone_InitStep_FindTarget();
667 for(self = warpzone_camera_first; self; self = self.warpzone_next)
668 if(self.warpzone_reconnecting)
669 WarpZoneCamera_InitStep_FindTarget();
670 for(self = warpzone_first; self; self = self.warpzone_next)
671 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
672 WarpZone_InitStep_FinalizeTransform();
676 void spawnfunc_trigger_warpzone_reconnect()
678 self.use = trigger_warpzone_reconnect_use;
681 void spawnfunc_target_warpzone_reconnect()
683 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(