+#include "portals.qh"
+
+#include "g_hook.qh"
+#include "mutators/all.qh"
+#include "../common/constants.qh"
+#include "../common/deathtypes/all.qh"
+#include "../common/notifications/all.qh"
+#include "../common/triggers/teleporters.qh"
+#include "../common/triggers/subs.qh"
+#include "../common/util.qh"
+#include "../common/weapons/all.qh"
+#include "../lib/csqcmodel/sv_model.qh"
+#include "../lib/warpzone/anglestransform.qh"
+#include "../lib/warpzone/util_server.qh"
+#include "../lib/warpzone/common.qh"
+#include "../common/vehicles/vehicle.qh"
+#include "../common/vehicles/sv_vehicles.qh"
+
#define PORTALS_ARE_NOT_SOLID
-#define SAFENUDGE '1 1 1'
-#define SAFERNUDGE '8 8 8'
+const vector SAFENUDGE = '1 1 1';
+const vector SAFERNUDGE = '8 8 8';
.vector portal_transform;
.vector portal_safe_origin;
{
vector vbest;
- if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
- if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
- if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
+ if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
+ if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
+ if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
return vbest * v;
}
*/
// PLAYERS use different math
-#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang_x;
+#if !(POSITIVE_PITCH_IS_DOWN)
+ ang.x = -ang.x;
#endif
//print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
fixedmakevectors(ang);
old_forward = v_forward;
old_up = v_up;
- fixedmakevectors(ang_y * '0 1 0');
+ fixedmakevectors(ang.y * '0 1 0');
old_yawforward = v_forward;
// their aiming directions are portalled...
//
// new_up could now point forward OR backward... which direction to choose?
- if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
+ if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
{
// new_yawforward and new_yawup define the new aiming half-circle
// we "just" need to find out whether new_up or -new_up is in that half circle
ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
if(new_up * new_yawforward < 0)
new_up = -1 * new_up;
- ang_y = vectoyaw(new_up); // this vector is the yaw we want
+ ang.y = vectoyaw(new_up); // this vector is the yaw we want
//print("UP/DOWN path: ", vtos(ang), "\n");
}
else
//print("GOOD path: ", vtos(ang), "\n");
}
-#ifndef POSITIVE_PITCH_IS_DOWN
- ang_x = -ang_x;
+#if !(POSITIVE_PITCH_IS_DOWN)
+ ang.x = -ang.x;
#endif
- ang_z = vangle_z;
+ ang.z = vangle.z;
return ang;
}
tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
if(trace_startsolid)
{
- print("'safe' teleport location is not safe!\n");
+ LOG_INFO("'safe' teleport location is not safe!\n");
// FAIL TODO why does this happen?
return 0;
}
tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
if(trace_startsolid)
{
- print("trace_endpos in solid, this can't be!\n");
+ LOG_INFO("trace_endpos in solid, this can't be!\n");
// FAIL TODO why does this happen? (reported by MrBougo)
return 0;
}
// factor -1 allows chaining portals, but may be weird
player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
- entity oldself = self;
- self = player;
- MUTATOR_CALLHOOK(PortalTeleport);
- player = self;
- self = oldself;
+ MUTATOR_CALLHOOK(PortalTeleport, player);
if (!teleporter.enemy)
{
{
vector o;
o = portal.origin;
- portal.mins = PL_MIN - SAFERNUDGE;
- portal.maxs = PL_MAX + SAFERNUDGE;
+ portal.mins = STAT(PL_MIN, NULL) - SAFERNUDGE;
+ portal.maxs = STAT(PL_MAX, NULL) + SAFERNUDGE;
fixedmakevectors(portal.mangle);
portal.origin += 16 * v_forward;
if(!move_out_of_solid(portal))
{
#ifdef DEBUG
- print("NO SAFE ORIGIN\n");
+ LOG_INFO("NO SAFE ORIGIN\n");
#endif
return 0;
}
vector v;
dist = (eorg - porg) * pnorm;
- dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
- dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
- dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
+ dist += min(emins.x * pnorm.x, emaxs.x * pnorm.x);
+ dist += min(emins.y * pnorm.y, emaxs.y * pnorm.y);
+ dist += min(emins.z * pnorm.z, emaxs.z * pnorm.z);
if(dist < -1) // other side?
return 0;
#ifdef PORTALS_ARE_NOT_SOLID
#endif
}
-void Portal_Touch()
+void Portal_Touch(entity this)
{
vector g;
#ifdef PORTALS_ARE_NOT_SOLID
// portal is being removed?
- if(self.solid != SOLID_TRIGGER)
+ if(this.solid != SOLID_TRIGGER)
return; // possibly engine bug
if(IS_PLAYER(other))
if(other.vehicle_flags & VHF_ISVEHICLE)
return; // no teleporting vehicles?
- if(!self.enemy)
+ if(!this.enemy)
error("Portal_Touch called for a broken portal\n");
#ifdef PORTALS_ARE_NOT_SOLID
if(other.classname == "porto")
{
- if(other.portal_id == self.portal_id)
+ if(other.portal_id == this.portal_id)
return;
}
- if(time < self.portal_activatetime)
- if(other == self.aiment)
+ if(time < this.portal_activatetime)
+ if(other == this.aiment)
{
- self.portal_activatetime = time + 0.1;
+ this.portal_activatetime = time + 0.1;
return;
}
- if(other != self.aiment)
+ if(other != this.aiment)
if(IS_PLAYER(other))
- if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
+ if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(this.aiment))
return; // cannot go through someone else's portal
- if(other.aiment != self.aiment)
+ if(other.aiment != this.aiment)
if(IS_PLAYER(other.aiment))
- if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
+ if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(this.aiment))
return; // cannot go through someone else's portal
- fixedmakevectors(self.mangle);
+ fixedmakevectors(this.mangle);
g = frametime * '0 0 -1' * autocvar_sv_gravity;
- if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
+ if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, this.origin, v_forward, this.maxs.x))
return;
/*
- if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
- || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
+ if(other.mins_x < PL_MIN.x || other.mins_y < PL_MIN.y || other.mins_z < PL_MIN.z
+ || other.maxs_x > PL_MAX.x || other.maxs_y > PL_MAX.y || other.maxs_z > PL_MAX.z)
{
// can't teleport this
return;
}
*/
- if(Portal_TeleportPlayer(self, other))
+ if(Portal_TeleportPlayer(this, other))
if(other.classname == "porto")
if(other.effects & EF_RED)
other.effects += EF_BLUE - EF_RED;
}
-void Portal_Think();
+void Portal_Think(entity this);
void Portal_MakeBrokenPortal(entity portal)
{
portal.skin = 2;
portal.solid = SOLID_NOT;
- portal.touch = func_null;
- portal.think = func_null;
+ settouch(portal, func_null);
+ setthink(portal, func_null);
portal.effects = 0;
portal.nextthink = 0;
portal.takedamage = DAMAGE_NO;
{
portal.skin = 2;
portal.solid = SOLID_NOT;
- portal.touch = func_null;
- portal.think = func_null;
+ settouch(portal, func_null);
+ setthink(portal, func_null);
portal.effects = EF_ADDITIVE;
portal.nextthink = 0;
portal.takedamage = DAMAGE_YES;
{
portal.skin = 0;
portal.solid = SOLID_NOT; // this is done when connecting them!
- portal.touch = Portal_Touch;
- portal.think = Portal_Think;
+ settouch(portal, Portal_Touch);
+ setthink(portal, Portal_Think);
portal.effects = EF_RED;
portal.nextthink = time;
portal.takedamage = DAMAGE_NO;
{
portal.skin = 1;
portal.solid = SOLID_NOT;
- portal.touch = func_null;
- portal.think = func_null;
+ settouch(portal, func_null);
+ setthink(portal, func_null);
portal.effects = EF_STARDUST | EF_BLUE;
portal.nextthink = 0;
portal.takedamage = DAMAGE_YES;
if(killed)
{
fixedmakevectors(portal.mangle);
- sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
+ sound(portal, CH_SHOTS, SND_PORTO_EXPLODE, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_ROCKET_EXPLODE, portal.origin + v_forward * 16, v_forward * 1024, 4);
remove(portal);
}
else
{
Portal_MakeBrokenPortal(portal);
- sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTEN_NORM);
+ sound(portal, CH_SHOTS, SND_PORTO_EXPIRE, VOL_BASE, ATTEN_NORM);
SUB_SetFade(portal, time, 0.5);
}
}
-void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
+void Portal_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- if(deathtype == DEATH_TELEFRAG)
+ if(deathtype == DEATH_TELEFRAG.m_id)
return;
- if(attacker != self.aiment)
- if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
+ if(attacker != this.aiment)
+ if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(this.aiment))
return;
- self.health -= damage;
- if(self.health < 0)
- Portal_Remove(self, 1);
+ this.health -= damage;
+ if(this.health < 0)
+ Portal_Remove(this, 1);
}
-void Portal_Think_TryTeleportPlayer(entity e, vector g)
+void Portal_Think_TryTeleportPlayer(entity this, entity e, vector g)
{
- if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
+ if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, this.origin, v_forward, this.maxs.x))
return;
// if e would hit the portal in a frame...
// already teleport him
tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
- if(trace_ent == self)
- Portal_TeleportPlayer(self, e);
+ if(trace_ent == this)
+ Portal_TeleportPlayer(this, e);
}
-void Portal_Think()
+void Portal_Think(entity this)
{
- entity e, o;
+ entity o;
vector g;
#ifdef PORTALS_ARE_NOT_SOLID
// portal is being removed?
- if(self.solid != SOLID_TRIGGER)
+ if(this.solid != SOLID_TRIGGER)
return; // possibly engine bug
- if(!self.enemy)
+ if(!this.enemy)
error("Portal_Think called for a broken portal\n");
- o = self.aiment;
- self.solid = SOLID_BBOX;
- self.aiment = world;
+ o = this.aiment;
+ this.solid = SOLID_BBOX;
+ this.aiment = world;
g = frametime * '0 0 -1' * autocvar_sv_gravity;
- fixedmakevectors(self.mangle);
+ fixedmakevectors(this.mangle);
- FOR_EACH_PLAYER(e)
- {
- if(e != o)
- if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
+ FOREACH_CLIENT(IS_PLAYER(it), LAMBDA(
+ if(it != o)
+ if(IS_INDEPENDENT_PLAYER(it) || IS_INDEPENDENT_PLAYER(o))
continue; // cannot go through someone else's portal
- if(e != o || time >= self.portal_activatetime)
- Portal_Think_TryTeleportPlayer(e, g);
+ if(it != o || time >= this.portal_activatetime)
+ Portal_Think_TryTeleportPlayer(this, it, g);
- if(e.hook)
- Portal_Think_TryTeleportPlayer(e.hook, g);
- }
- self.solid = SOLID_TRIGGER;
- self.aiment = o;
+ if(it.hook)
+ Portal_Think_TryTeleportPlayer(this, it.hook, g);
+ ));
+ this.solid = SOLID_TRIGGER;
+ this.aiment = o;
#endif
- self.nextthink = time;
+ this.nextthink = time;
- if(time > self.fade_time)
- Portal_Remove(self, 0);
+ if(time > this.fade_time)
+ Portal_Remove(this, 0);
}
float Portal_Customize()
-{
+{SELFPARAM();
if(IS_SPEC(other))
other = other.enemy;
- if(other == self.aiment)
+ if(other == this.aiment)
{
- self.modelindex = self.savemodelindex;
+ this.modelindex = this.savemodelindex;
}
- else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
+ else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(this.aiment))
{
- self.modelindex = 0;
+ this.modelindex = 0;
}
else
{
- self.modelindex = self.savemodelindex;
+ this.modelindex = this.savemodelindex;
}
- return TRUE;
+ return true;
}
// cleanup:
Portal_ClearAll_PortalsOnly(own);
W_Porto_Remove(own);
}
-void Portal_RemoveLater_Think()
+void Portal_RemoveLater_Think(entity this)
{
- Portal_Remove(self, self.cnt);
+ Portal_Remove(this, this.cnt);
}
void Portal_RemoveLater(entity portal, float kill)
{
Portal_MakeBrokenPortal(portal);
portal.cnt = kill;
- portal.think = Portal_RemoveLater_Think;
+ setthink(portal, Portal_RemoveLater_Think);
portal.nextthink = time;
}
void Portal_ClearAllLater_PortalsOnly(entity own)
if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
return world;
- portal = spawn();
- portal.classname = "portal";
+ portal = new(portal);
portal.aiment = own;
setorigin(portal, org);
portal.mangle = ang;
portal.angles = ang;
- portal.angles_x = -portal.angles_x; // is a bmodel
- portal.think = Portal_Think;
+ portal.angles_x = -portal.angles.x; // is a bmodel
+ setthink(portal, Portal_Think);
portal.nextthink = 0;
portal.portal_activatetime = time + 0.1;
portal.takedamage = DAMAGE_AIM;
portal.event_damage = Portal_Damage;
portal.fade_time = time + autocvar_g_balance_portal_lifetime;
portal.health = autocvar_g_balance_portal_health;
- setmodel(portal, "models/portal.md3");
+ setmodel(portal, MDL_PORTAL);
portal.savemodelindex = portal.modelindex;
portal.customizeentityforclient = Portal_Customize;