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