Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / trigger / jumppads.qc
1 #include "jumppads.qh"
2 // TODO: split target_push and put it in the target folder
3 #ifdef SVQC
4 #include "jumppads.qh"
5 #include <common/physics/movetypes/movetypes.qh>
6
7 void trigger_push_use(entity this, entity actor, entity trigger)
8 {
9         if(teamplay)
10         {
11                 this.team = actor.team;
12                 this.SendFlags |= 2;
13         }
14 }
15 #endif
16
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
19
20 /*
21         trigger_push_calculatevelocity
22
23         Arguments:
24           org - origin of the object which is to be pushed
25           tgt - target entity (can be either a point or a model entity; if it is
26                 the latter, its midpoint is used)
27           ht  - jump height, measured from the higher one of org and tgt's midpoint
28           pushed_entity - object that is to be pushed
29
30         Returns: velocity for the jump
31  */
32 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
33 {
34         float grav, sdist, zdist, vs, vz, jumpheight;
35         vector sdir, torg;
36
37         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
38
39         grav = PHYS_GRAVITY(NULL);
40         if(pushed_entity && PHYS_ENTGRAVITY(pushed_entity))
41                 grav *= PHYS_ENTGRAVITY(pushed_entity);
42
43         zdist = torg.z - org.z;
44         sdist = vlen(torg - org - zdist * '0 0 1');
45         sdir = normalize(torg - org - zdist * '0 0 1');
46
47         // how high do we need to push the player?
48         jumpheight = fabs(ht);
49         if(zdist > 0)
50                 jumpheight = jumpheight + zdist;
51
52         /*
53                 STOP.
54
55                 You will not understand the following equations anyway...
56                 But here is what I did to get them.
57
58                 I used the functions
59
60                   s(t) = t * vs
61                   z(t) = t * vz - 1/2 grav t^2
62
63                 and solved for:
64
65                   s(ti) = sdist
66                   z(ti) = zdist
67                   max(z, ti) = jumpheight
68
69                 From these three equations, you will find the three parameters vs, vz
70                 and ti.
71          */
72
73         // push him so high...
74         vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
75
76         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
77         if(ht < 0)
78                 if(zdist < 0)
79                         vz = -vz;
80
81         vector solution;
82         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
83         // ALWAYS solvable because jumpheight >= zdist
84         if(!solution.z)
85                 solution_y = solution.x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0)
86         if(zdist == 0)
87                 solution_x = solution.y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually)
88
89         float flighttime;
90         if(zdist < 0)
91         {
92                 // down-jump
93                 if(ht < 0)
94                 {
95                         // almost straight line type
96                         // jump apex is before the jump
97                         // we must take the larger one
98                         flighttime = solution.y;
99                 }
100                 else
101                 {
102                         // regular jump
103                         // jump apex is during the jump
104                         // we must take the larger one too
105                         flighttime = solution.y;
106                 }
107         }
108         else
109         {
110                 // up-jump
111                 if(ht < 0)
112                 {
113                         // almost straight line type
114                         // jump apex is after the jump
115                         // we must take the smaller one
116                         flighttime = solution.x;
117                 }
118                 else
119                 {
120                         // regular jump
121                         // jump apex is during the jump
122                         // we must take the larger one
123                         flighttime = solution.y;
124                 }
125         }
126         vs = sdist / flighttime;
127
128         // finally calculate the velocity
129         return sdir * vs + '0 0 1' * vz;
130 }
131
132 bool jumppad_push(entity this, entity targ)
133 {
134         if (!isPushable(targ))
135                 return false;
136
137         if(this.enemy)
138         {
139                 targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height, targ);
140         }
141         else if(this.target && this.target != "")
142         {
143                 entity e;
144                 RandomSelection_Init();
145                 for(e = NULL; (e = find(e, targetname, this.target)); )
146                 {
147                         if(e.cnt)
148                                 RandomSelection_AddEnt(e, e.cnt, 1);
149                         else
150                                 RandomSelection_AddEnt(e, 1, 1);
151                 }
152                 targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height, targ);
153         }
154         else
155         {
156                 targ.velocity = this.movedir;
157         }
158
159         UNSET_ONGROUND(targ);
160
161 #ifdef CSQC
162         if (targ.flags & FL_PROJECTILE)
163         {
164                 targ.angles = vectoangles (targ.velocity);
165                 switch(targ.move_movetype)
166                 {
167                         case MOVETYPE_FLY:
168                                 set_movetype(targ, MOVETYPE_TOSS);
169                                 targ.gravity = 1;
170                                 break;
171                         case MOVETYPE_BOUNCEMISSILE:
172                                 set_movetype(targ, MOVETYPE_BOUNCE);
173                                 targ.gravity = 1;
174                                 break;
175                 }
176         }
177 #endif
178
179 #ifdef SVQC
180         if (IS_PLAYER(targ))
181         {
182                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
183                 targ.oldvelocity = targ.velocity;
184
185                 if(this.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
186                 {
187                         // flash when activated
188                         Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
189                         _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
190                         this.pushltime = time + 0.2;
191                 }
192                 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
193                 {
194                         bool found = false;
195                         for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
196                                 if(targ.(jumppadsused[i]) == this)
197                                         found = true;
198                         if(!found)
199                         {
200                                 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
201                                 targ.jumppadcount = targ.jumppadcount + 1;
202                         }
203
204                         if(IS_REAL_CLIENT(targ))
205                         {
206                                 if(this.message)
207                                         centerprint(targ, this.message);
208                         }
209                         else
210                                 targ.lastteleporttime = time;
211
212                         if (!IS_DEAD(targ))
213                                 animdecide_setaction(targ, ANIMACTION_JUMP, true);
214                 }
215                 else
216                         targ.jumppadcount = true;
217
218                 // reset tracking of who pushed you into a hazard (for kill credit)
219                 targ.pushltime = 0;
220                 targ.istypefrag = 0;
221         }
222
223         if(this.enemy.target)
224                 SUB_UseTargets(this.enemy, targ, this);
225
226         if (targ.flags & FL_PROJECTILE)
227         {
228                 targ.angles = vectoangles (targ.velocity);
229                 targ.com_phys_gravity_factor = 1;
230                 switch(targ.move_movetype)
231                 {
232                         case MOVETYPE_FLY:
233                                 set_movetype(targ, MOVETYPE_TOSS);
234                                 targ.gravity = 1;
235                                 break;
236                         case MOVETYPE_BOUNCEMISSILE:
237                                 set_movetype(targ, MOVETYPE_BOUNCE);
238                                 targ.gravity = 1;
239                                 break;
240                 }
241                 UpdateCSQCProjectile(targ);
242         }
243 #endif
244
245         return true;
246 }
247
248 void trigger_push_touch(entity this, entity toucher)
249 {
250         if (this.active == ACTIVE_NOT)
251                 return;
252
253         if(this.team)
254                 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
255                         return;
256
257         EXACTTRIGGER_TOUCH(this, toucher);
258
259         noref bool success = jumppad_push(this, toucher);
260
261 #ifdef SVQC
262         if (success && (this.spawnflags & PUSH_ONCE))
263         {
264                 settouch(this, func_null);
265                 setthink(this, SUB_Remove);
266                 this.nextthink = time;
267         }
268 #endif
269 }
270
271 #ifdef SVQC
272 void trigger_push_link(entity this);
273 void trigger_push_updatelink(entity this);
274 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org)
275 {
276         setorigin(tracetest_ent, org);
277         tracetoss(tracetest_ent, tracetest_ent);
278         if(trace_startsolid)
279                 return false;
280
281         if(!jp.height)
282         {
283                 // since tracetoss starting from jumppad's origin often fails when target
284                 // is very close to real destination, start it directly from target's
285                 // origin instead
286                 tracetest_ent.velocity.z = 0;
287                 setorigin(tracetest_ent, targ.origin + stepheightvec);
288                 tracetoss(tracetest_ent, tracetest_ent);
289                 if(trace_startsolid)
290                 {
291                         setorigin(tracetest_ent, targ.origin + stepheightvec / 2);
292                         tracetoss(tracetest_ent, tracetest_ent);
293                         if(trace_startsolid)
294                         {
295                                 setorigin(tracetest_ent, targ.origin);
296                                 tracetoss(tracetest_ent, tracetest_ent);
297                                 if(trace_startsolid)
298                                         return false;
299                         }
300                 }
301         }
302         tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
303         return true;
304 }
305 #endif
306 void trigger_push_findtarget(entity this)
307 {
308         // first calculate a typical start point for the jump
309         vector org = (this.absmin + this.absmax) * 0.5;
310         org.z = this.absmax.z - PL_MIN_CONST.z;
311
312         if (this.target)
313         {
314                 int n = 0;
315 #ifdef SVQC
316                 vector vel = '0 0 0';
317 #endif
318                 for(entity t = NULL; (t = find(t, targetname, this.target)); )
319                 {
320                         ++n;
321 #ifdef SVQC
322                         if(t.move_movetype != MOVETYPE_NONE)
323                                 continue;
324
325                         entity e = spawn();
326                         setsize(e, PL_MIN_CONST, PL_MAX_CONST);
327                         e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
328                         e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
329                         vel = e.velocity;
330                         vector best_target = '0 0 0';
331                         vector best_org = '0 0 0';
332                         vector best_vel = '0 0 0';
333                         bool valid_best_target = false;
334                         if (trigger_push_testorigin(e, t, this, org))
335                         {
336                                 best_target = trace_endpos;
337                                 best_org = org;
338                                 best_vel = e.velocity;
339                                 valid_best_target = true;
340                         }
341
342                         vector new_org;
343                         vector dist = t.origin - org;
344                         if (dist.x || dist.y) // if not perfectly vertical
345                         {
346                                 // test trajectory with different starting points, sometimes the trajectory
347                                 // starting from the jumppad origin can't reach the real destination
348                                 // and destination waypoint ends up near the jumppad itself
349                                 vector flatdir = normalize(dist - eZ * dist.z);
350                                 vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
351                                 new_org = org + ofs;
352                                 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
353                                 vel = e.velocity;
354                                 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
355                                         e.velocity = autocvar_sv_maxspeed * flatdir;
356                                 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
357                                 {
358                                         best_target = trace_endpos;
359                                         best_org = new_org;
360                                         best_vel = vel;
361                                         valid_best_target = true;
362                                 }
363                                 new_org = org - ofs;
364                                 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
365                                 vel = e.velocity;
366                                 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
367                                         e.velocity = autocvar_sv_maxspeed * flatdir;
368                                 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
369                                 {
370                                         best_target = trace_endpos;
371                                         best_org = new_org;
372                                         best_vel = vel;
373                                         valid_best_target = true;
374                                 }
375                         }
376
377                         if (valid_best_target)
378                         {
379                                 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
380                                 {
381                                         float velxy = vlen(vec2(best_vel));
382                                         float cost = vlen(vec2(t.origin - best_org)) / velxy;
383                                         if(velxy < autocvar_sv_maxspeed)
384                                                 velxy = autocvar_sv_maxspeed;
385                                         cost += vlen(vec2(best_target - t.origin)) / velxy;
386                                         waypoint_spawnforteleporter(this, best_target, cost, e);
387                                 }
388                         }
389                         delete(e);
390 #endif
391                 }
392
393                 if(!n)
394                 {
395                         // no dest!
396 #ifdef SVQC
397                         objerror (this, "Jumppad with nonexistant target");
398 #endif
399                         return;
400                 }
401                 else if(n == 1)
402                 {
403                         // exactly one dest - bots love that
404                         this.enemy = find(NULL, targetname, this.target);
405                 }
406                 else
407                 {
408                         // have to use random selection every single time
409                         this.enemy = NULL;
410                 }
411         }
412 #ifdef SVQC
413         else
414         {
415                 entity e = spawn();
416                 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
417                 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
418                 setorigin(e, org);
419                 e.velocity = this.movedir;
420                 tracetoss(e, e);
421                 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
422                         waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
423                 delete(e);
424         }
425
426         defer(this, 0.1, trigger_push_updatelink);
427 #endif
428 }
429
430 #ifdef SVQC
431 float trigger_push_send(entity this, entity to, float sf)
432 {
433         WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
434
435         WriteByte(MSG_ENTITY, this.team);
436         WriteInt24_t(MSG_ENTITY, this.spawnflags);
437         WriteByte(MSG_ENTITY, this.active);
438         WriteCoord(MSG_ENTITY, this.height);
439
440         WriteCoord(MSG_ENTITY, this.movedir_x);
441         WriteCoord(MSG_ENTITY, this.movedir_y);
442         WriteCoord(MSG_ENTITY, this.movedir_z);
443
444         trigger_common_write(this, true);
445
446         return true;
447 }
448
449 void trigger_push_updatelink(entity this)
450 {
451         this.SendFlags |= 1;
452 }
453
454 void trigger_push_link(entity this)
455 {
456         trigger_link(this, trigger_push_send);
457 }
458
459 /*
460  * ENTITY PARAMETERS:
461  *
462  *   target:  target of jump
463  *   height:  the absolute value is the height of the highest point of the jump
464  *            trajectory above the higher one of the player and the target.
465  *            the sign indicates whether the highest point is INSIDE (positive)
466  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
467  *            positive values for targets mounted on the floor, and use negative
468  *            values to target a point on the ceiling.
469  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
470  */
471 spawnfunc(trigger_push)
472 {
473         SetMovedir(this);
474
475         trigger_init(this);
476
477         this.active = ACTIVE_ACTIVE;
478         this.use = trigger_push_use;
479         settouch(this, trigger_push_touch);
480
481         // normal push setup
482         if (!this.speed)
483                 this.speed = 1000;
484         this.movedir = this.movedir * this.speed * 10;
485
486         if (!this.noise)
487                 this.noise = "misc/jumppad.wav";
488         precache_sound (this.noise);
489
490         trigger_push_link(this); // link it now
491
492         // this must be called to spawn the teleport waypoints for bots
493         InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
494 }
495
496
497 bool target_push_send(entity this, entity to, float sf)
498 {
499         WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
500
501         WriteByte(MSG_ENTITY, this.cnt);
502         WriteString(MSG_ENTITY, this.targetname);
503         WriteCoord(MSG_ENTITY, this.origin_x);
504         WriteCoord(MSG_ENTITY, this.origin_y);
505         WriteCoord(MSG_ENTITY, this.origin_z);
506
507         WriteAngle(MSG_ENTITY, this.angles_x);
508         WriteAngle(MSG_ENTITY, this.angles_y);
509         WriteAngle(MSG_ENTITY, this.angles_z);
510
511         return true;
512 }
513
514 void target_push_use(entity this, entity actor, entity trigger)
515 {
516         if(trigger.classname == "trigger_push" || trigger == this)
517                 return; // WTF, why is this a thing
518
519         jumppad_push(this, actor);
520 }
521
522 void target_push_link(entity this)
523 {
524         BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
525         Net_LinkEntity(this, false, 0, target_push_send);
526         //this.SendFlags |= 1; // update
527 }
528
529 void target_push_init(entity this)
530 {
531         this.mangle = this.angles;
532         setorigin(this, this.origin);
533         target_push_link(this);
534 }
535
536 void target_push_init2(entity this)
537 {
538         if(this.target && this.target != "") // we have an old style pusher!
539         {
540                 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
541                 this.use = target_push_use;
542         }
543
544         target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
545 }
546
547 spawnfunc(target_push) { target_push_init2(this); }
548 spawnfunc(info_notnull) { target_push_init(this); }
549 spawnfunc(target_position) { target_push_init(this); }
550
551 #elif defined(CSQC)
552
553 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
554 {
555         this.classname = "jumppad";
556         int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
557         this.spawnflags = ReadInt24_t();
558         this.active = ReadByte();
559         this.height = ReadCoord();
560
561         this.movedir_x = ReadCoord();
562         this.movedir_y = ReadCoord();
563         this.movedir_z = ReadCoord();
564
565         trigger_common_read(this, true);
566
567         this.entremove = trigger_remove_generic;
568         this.solid = SOLID_TRIGGER;
569         settouch(this, trigger_push_touch);
570         this.move_time = time;
571         defer(this, 0.25, trigger_push_findtarget);
572
573         return true;
574 }
575
576 void target_push_remove(entity this)
577 {
578         //if(this.classname)
579                 //strunzone(this.classname);
580         //this.classname = string_null;
581
582         if(this.targetname)
583                 strunzone(this.targetname);
584         this.targetname = string_null;
585 }
586
587 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
588 {
589         this.classname = "push_target";
590         this.cnt = ReadByte();
591         this.targetname = strzone(ReadString());
592         this.origin_x = ReadCoord();
593         this.origin_y = ReadCoord();
594         this.origin_z = ReadCoord();
595
596         this.angles_x = ReadAngle();
597         this.angles_y = ReadAngle();
598         this.angles_z = ReadAngle();
599
600         return = true;
601
602         setorigin(this, this.origin);
603
604         this.drawmask = MASK_NORMAL;
605         this.entremove = target_push_remove;
606 }
607 #endif