2 .vector warpzone_save_origin;
3 .vector warpzone_save_angles;
4 .vector warpzone_save_eorigin;
5 .vector warpzone_save_eangles;
8 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
9 .float warpzone_teleport_time;
10 .entity warpzone_teleport_zone;
12 void WarpZone_StoreProjectileData(entity e)
14 e.warpzone_oldorigin = e.origin;
15 e.warpzone_oldvelocity = e.velocity;
16 e.warpzone_oldangles = e.angles;
19 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
21 setorigin (player, to);
22 player.oldorigin = to; // for DP's unsticking
23 player.angles = to_angles;
24 player.fixangle = TRUE;
25 player.velocity = to_velocity;
27 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
29 if(player.classname == "player")
30 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleported_Send(entity to, float sf)
37 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
38 WriteCoord(MSG_ENTITY, self.angles_x);
39 WriteCoord(MSG_ENTITY, self.angles_y);
40 WriteCoord(MSG_ENTITY, self.angles_z);
44 #define WARPZONE_TELEPORT_FIXSOLID(ret) \
46 setorigin(player, o1 - player.view_ofs); \
47 if(WarpZoneLib_MoveOutOfSolid(player)) \
49 o1 = player.origin + player.view_ofs; \
50 setorigin(player, o0 - player.view_ofs); \
54 print("would have to put player in solid, won't do that\n"); \
55 setorigin(player, o0 - player.view_ofs); \
59 #define WARPZONE_TELEPORT_DOTELEPORT() \
61 WarpZone_RefSys_Add(player, wz); \
62 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1); \
63 WarpZone_StoreProjectileData(player); \
64 player.warpzone_teleport_time = time; \
65 player.warpzone_teleport_zone = wz; \
68 float WarpZone_Teleport(entity wz, entity player, float f0, float f1)
70 vector o0, a0, v0, o1, a1, v1;
72 o0 = player.origin + player.view_ofs;
76 o1 = WarpZone_TransformOrigin(wz, o0);
77 v1 = WarpZone_TransformVelocity(wz, v0);
78 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
79 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
81 a1 = WarpZone_TransformAngles(wz, a0);
83 if(f0 != 0 || f1 != 0)
85 // retry last move but behind the warpzone!
86 // we must first go back as far as we can, then forward again, to not cause double touch events!
89 d0 = WarpZone_TargetPlaneDist(wz, o1);
91 dprint("warpzone: target is not outside warp!\n");
93 tracebox(o1 - player.view_ofs + v1 * frametime * f1, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f0, MOVE_WORLDONLY, player);
98 tracebox(trace_endpos, player.mins, player.maxs, o1 - player.view_ofs + v1 * frametime * f1, MOVE_NORMAL, player); // this should get us through the warpzone
101 o1 = trace_endpos + player.view_ofs;
104 d = WarpZone_TargetPlaneDist(wz, o1);
105 dv = WarpZone_TargetPlaneDist(wz, v1);
108 o1 = o1 - v1 * (d / dv);
111 // put him inside solid
112 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
114 WARPZONE_TELEPORT_FIXSOLID(0);
116 WARPZONE_TELEPORT_DOTELEPORT();
118 #ifndef WARPZONE_USE_FIXANGLE
119 if(player.classname == "player")
121 // instead of fixangle, send the transform to the client for smoother operation
122 player.fixangle = FALSE;
125 setmodel(ts, "null");
126 ts.SendEntity = WarpZone_Teleported_Send;
127 ts.SendFlags = 0xFFFFFF;
128 ts.drawonlytoclient = player;
129 ts.think = SUB_Remove;
130 ts.nextthink = time + 1;
133 ts.effects = EF_NODEPTHTEST;
134 ts.classname = "warpzone_teleported";
135 ts.angles = wz.warpzone_transform;
142 void WarpZone_Touch (void)
146 if(other.classname == "trigger_warpzone")
149 if(other.warpzone_teleport_time == time) // already teleported this frame
152 // FIXME needs a better check to know what is safe to teleport and what not
153 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
156 if(WarpZoneLib_ExactTrigger_Touch())
159 if(WarpZone_PlaneDist(self, other.origin + other.view_ofs) >= 0) // wrong side of the trigger_warpzone (don't teleport yet)
162 if(WarpZone_Teleport(self, other, -1, 0))
167 save1 = self.target; self.target = string_null;
168 save2 = self.target3; self.target3 = string_null;
170 if not(self.target) self.target = save1;
171 if not(self.target3) self.target3 = save2;
175 save1 = self.target; self.target = string_null;
176 save2 = self.target2; self.target2 = string_null;
178 if not(self.target) self.target = save1;
179 if not(self.target2) self.target2 = save2;
184 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
188 float WarpZone_Send(entity to, float sendflags)
191 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
193 // we must send this flag for clientside to match properly too
195 if(self.warpzone_isboxy)
197 if(self.warpzone_fadestart)
199 if(self.origin != '0 0 0')
201 WriteByte(MSG_ENTITY, f);
203 // we need THESE to render the warpzone (and cull properly)...
206 WriteCoord(MSG_ENTITY, self.origin_x);
207 WriteCoord(MSG_ENTITY, self.origin_y);
208 WriteCoord(MSG_ENTITY, self.origin_z);
211 WriteShort(MSG_ENTITY, self.modelindex);
212 WriteCoord(MSG_ENTITY, self.mins_x);
213 WriteCoord(MSG_ENTITY, self.mins_y);
214 WriteCoord(MSG_ENTITY, self.mins_z);
215 WriteCoord(MSG_ENTITY, self.maxs_x);
216 WriteCoord(MSG_ENTITY, self.maxs_y);
217 WriteCoord(MSG_ENTITY, self.maxs_z);
218 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
220 // we need THESE to calculate the proper transform
221 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
222 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
223 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
224 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
225 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
226 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
227 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
228 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
229 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
230 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
231 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
232 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
236 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
237 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
243 float WarpZone_Camera_Send(entity to, float sendflags)
246 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
248 if(self.warpzone_fadestart)
250 if(self.origin != '0 0 0')
252 WriteByte(MSG_ENTITY, f);
254 // we need THESE to render the warpzone (and cull properly)...
257 WriteCoord(MSG_ENTITY, self.origin_x);
258 WriteCoord(MSG_ENTITY, self.origin_y);
259 WriteCoord(MSG_ENTITY, self.origin_z);
262 WriteShort(MSG_ENTITY, self.modelindex);
263 WriteCoord(MSG_ENTITY, self.mins_x);
264 WriteCoord(MSG_ENTITY, self.mins_y);
265 WriteCoord(MSG_ENTITY, self.mins_z);
266 WriteCoord(MSG_ENTITY, self.maxs_x);
267 WriteCoord(MSG_ENTITY, self.maxs_y);
268 WriteCoord(MSG_ENTITY, self.maxs_z);
269 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
271 // we need THESE to calculate the proper transform
272 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
273 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
274 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
275 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
276 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
277 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
281 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
282 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
288 float WarpZone_Projectile_Touch()
290 if(other.classname == "trigger_warpzone")
293 // no further impacts if we teleported this frame!
294 if(self.warpzone_teleport_time == time)
297 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
303 void WarpZone_InitStep_FindOriginTarget()
305 if(self.killtarget != "")
307 self.aiment = find(world, targetname, self.killtarget);
308 if(self.aiment == world)
310 error("Warp zone with nonexisting killtarget");
313 self.killtarget = string_null;
317 void WarpZonePosition_InitStep_FindTarget()
319 if(self.target == "")
321 error("Warp zone position with no target");
324 self.enemy = find(world, targetname, self.target);
325 if(self.enemy == world)
327 error("Warp zone position with nonexisting target");
330 if(self.enemy.aiment)
332 // already is positioned
333 error("Warp zone position targeting already oriented warpzone");
336 self.enemy.aiment = self;
339 void WarpZoneCamera_Think(void)
341 if(self.warpzone_save_origin != self.origin
342 || self.warpzone_save_angles != self.angles
343 || self.warpzone_save_eorigin != self.enemy.origin
344 || self.warpzone_save_eangles != self.enemy.angles)
346 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
347 self.warpzone_save_origin = self.origin;
348 self.warpzone_save_angles = self.angles;
349 self.warpzone_save_eorigin = self.enemy.origin;
350 self.warpzone_save_eangles = self.enemy.angles;
352 self.nextthink = time;
355 void WarpZoneCamera_InitStep_FindTarget()
359 if(self.target == "")
361 error("Camera with no target");
365 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
366 if(random() * ++i < 1)
368 if(self.enemy == world)
370 error("Camera with nonexisting target");
373 warpzone_cameras_exist = 1;
374 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
375 self.SendFlags = 0xFFFFFF;
376 if(self.spawnflags & 1)
378 self.think = WarpZoneCamera_Think;
379 self.nextthink = time;
385 void WarpZone_InitStep_UpdateTransform()
387 vector org, ang, norm, point;
389 vector tri, a, b, c, p, q, n;
395 org = 0.5 * (self.mins + self.maxs);
397 norm = point = '0 0 0';
399 for(i_s = 0; ; ++i_s)
401 tex = getsurfacetexture(self, i_s);
403 break; // this is beyond the last one
404 if(tex == "textures/common/trigger" || tex == "trigger")
406 n_t = getsurfacenumtriangles(self, i_s);
407 for(i_t = 0; i_t < n_t; ++i_t)
409 tri = getsurfacetriangle(self, i_s, i_t);
410 a = getsurfacepoint(self, i_s, tri_x);
411 b = getsurfacepoint(self, i_s, tri_y);
412 c = getsurfacepoint(self, i_s, tri_z);
415 n = '1 0 0' * (q_y * p_z - q_z * p_y)
416 + '0 1 0' * (q_z * p_x - q_x * p_z)
417 + '0 0 1' * (q_x * p_y - q_y * p_x);
418 area = area + vlen(n);
420 point = point + vlen(n) * (a + b + c);
425 norm = norm * (1 / area);
426 point = point * (1 / (3 * area));
427 if(vlen(norm) < 0.99)
429 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
430 area = 0; // no autofixing in this case
432 norm = normalize(norm);
437 org = self.aiment.origin;
438 ang = self.aiment.angles;
441 org = org - ((org - point) * norm) * norm; // project to plane
443 if(norm * v_forward < 0)
445 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
448 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
450 if(norm * v_forward < 0.99)
451 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
452 if(vlen(org - self.aiment.origin) > 0.5)
453 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
459 ang = vectoangles(norm);
463 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
465 self.warpzone_origin = org;
466 self.warpzone_angles = ang;
469 void WarpZone_InitStep_ClearTarget()
472 self.enemy.enemy = world;
476 entity warpzone_first; .entity warpzone_next;
477 void WarpZone_InitStep_FindTarget()
485 // this way only one of the two ents needs to target
486 if(self.target != "")
488 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
491 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
493 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
494 if(random() * ++i < 1)
499 error("Warpzone with non-existing target");
507 void WarpZone_Think();
508 void WarpZone_InitStep_FinalizeTransform()
510 if(!self.enemy || self.enemy.enemy != self)
512 error("Invalid warp zone detected. Killed.");
516 warpzone_warpzones_exist = 1;
517 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
518 self.touch = WarpZone_Touch;
519 self.SendFlags = 0xFFFFFF;
520 if(self.spawnflags & 1)
522 self.think = WarpZone_Think;
523 self.nextthink = time;
529 float warpzone_initialized;
530 entity warpzone_first;
531 entity warpzone_position_first;
532 entity warpzone_camera_first;
533 .entity warpzone_next;
534 void spawnfunc_misc_warpzone_position(void)
536 // "target", "angles", "origin"
537 self.warpzone_next = warpzone_position_first;
538 warpzone_position_first = self;
540 void spawnfunc_trigger_warpzone_position(void)
542 spawnfunc_misc_warpzone_position();
544 void spawnfunc_trigger_warpzone(void)
546 // warp zone entities must have:
547 // "killtarget" pointing to a target_position with a direction arrow
548 // that points AWAY from the warp zone, and that is inside
549 // the warp zone trigger
550 // "target" pointing to an identical warp zone at another place in
551 // the map, with another killtarget to designate its
554 #ifndef WARPZONE_USE_FIXANGLE
555 // used when teleporting
556 precache_model("null");
560 self.scale = self.modelscale;
565 WarpZoneLib_ExactTrigger_Init();
569 setmodel(self, m); // no precision needed
571 setorigin(self, self.origin);
573 setsize(self, self.mins * self.scale, self.maxs * self.scale);
575 setsize(self, self.mins, self.maxs);
576 self.SendEntity = WarpZone_Send;
577 self.SendFlags = 0xFFFFFF;
578 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
579 self.warpzone_next = warpzone_first;
580 warpzone_first = self;
582 void spawnfunc_func_camera(void)
585 self.scale = self.modelscale;
590 precache_model(self.model);
591 setmodel(self, self.model); // no precision needed
593 setorigin(self, self.origin);
595 setsize(self, self.mins * self.scale, self.maxs * self.scale);
597 setsize(self, self.mins, self.maxs);
599 self.solid = SOLID_BSP;
600 else if(self.solid < 0)
601 self.solid = SOLID_NOT;
602 self.SendEntity = WarpZone_Camera_Send;
603 self.SendFlags = 0xFFFFFF;
604 self.warpzone_next = warpzone_camera_first;
605 warpzone_camera_first = self;
607 void WarpZones_Reconnect()
611 for(self = warpzone_first; self; self = self.warpzone_next)
612 WarpZone_InitStep_ClearTarget();
613 for(self = warpzone_first; self; self = self.warpzone_next)
614 WarpZone_InitStep_FindTarget();
615 for(self = warpzone_camera_first; self; self = self.warpzone_next)
616 WarpZoneCamera_InitStep_FindTarget();
617 for(self = warpzone_first; self; self = self.warpzone_next)
618 WarpZone_InitStep_FinalizeTransform();
622 void WarpZone_Think()
624 if(self.warpzone_save_origin != self.origin
625 || self.warpzone_save_angles != self.angles
626 || self.warpzone_save_eorigin != self.enemy.origin
627 || self.warpzone_save_eangles != self.enemy.angles)
631 WarpZone_InitStep_UpdateTransform();
633 WarpZone_InitStep_UpdateTransform();
635 WarpZone_InitStep_FinalizeTransform();
637 WarpZone_InitStep_FinalizeTransform();
639 self.warpzone_save_origin = self.origin;
640 self.warpzone_save_angles = self.angles;
641 self.warpzone_save_eorigin = self.enemy.origin;
642 self.warpzone_save_eangles = self.enemy.angles;
644 self.nextthink = time;
647 void WarpZone_StartFrame()
650 if(warpzone_initialized == 0)
652 warpzone_initialized = 1;
654 for(self = warpzone_first; self; self = self.warpzone_next)
655 WarpZone_InitStep_FindOriginTarget();
656 for(self = warpzone_position_first; self; self = self.warpzone_next)
657 WarpZonePosition_InitStep_FindTarget();
658 for(self = warpzone_first; self; self = self.warpzone_next)
659 WarpZone_InitStep_UpdateTransform();
661 WarpZones_Reconnect();
664 if(warpzone_warpzones_exist)
666 entity oldself, oldother;
669 for(e = world; (e = nextent(e)); )
671 WarpZone_StoreProjectileData(e);
674 if(f == CLIENTTYPE_REAL)
676 if(e.solid != SOLID_NOT) // not spectating?
678 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
680 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
684 if(WarpZoneLib_ExactTrigger_Touch())
686 if(WarpZone_PlaneDist(self, e.origin + e.view_ofs) <= 0)
687 WarpZone_Teleport(self, e); // NOT triggering targets by this!
689 if(f == CLIENTTYPE_NOTACLIENT)
691 for(; (e = nextent(e)); )
692 WarpZone_StoreProjectileData(e);
701 .float warpzone_reconnecting;
702 float visible_to_some_client(entity ent)
705 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
706 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
707 if(checkpvs(e.origin + e.view_ofs, ent))
711 void trigger_warpzone_reconnect_use()
715 // NOTE: this matches for target, not targetname, but of course
716 // targetname must be set too on the other entities
717 for(self = warpzone_first; self; self = self.warpzone_next)
718 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
719 for(self = warpzone_camera_first; self; self = self.warpzone_next)
720 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
721 for(self = warpzone_first; self; self = self.warpzone_next)
722 if(self.warpzone_reconnecting)
723 WarpZone_InitStep_ClearTarget();
724 for(self = warpzone_first; self; self = self.warpzone_next)
725 if(self.warpzone_reconnecting)
726 WarpZone_InitStep_FindTarget();
727 for(self = warpzone_camera_first; self; self = self.warpzone_next)
728 if(self.warpzone_reconnecting)
729 WarpZoneCamera_InitStep_FindTarget();
730 for(self = warpzone_first; self; self = self.warpzone_next)
731 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
732 WarpZone_InitStep_FinalizeTransform();
736 void spawnfunc_trigger_warpzone_reconnect()
738 self.use = trigger_warpzone_reconnect_use;
741 void spawnfunc_target_warpzone_reconnect()
743 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
746 void WarpZone_PlayerPhysics_FixVAngle(void)
748 #ifndef WARPZONE_DONT_FIX_VANGLE
749 if(clienttype(self) == CLIENTTYPE_REAL)
750 if(self.v_angle_z <= 360) // if not already adjusted
751 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
753 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
754 self.v_angle_z += 720; // mark as adjusted