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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / trigger / jumppads.qc
1 // TODO: split target_push and put it in the target folder
2 #ifdef SVQC
3 #include "jumppads.qh"
4 #include "../../movetypes/movetypes.qh"
5
6 void trigger_push_use()
7 {SELFPARAM();
8         if(teamplay)
9         {
10                 self.team = activator.team;
11                 self.SendFlags |= 2;
12         }
13 }
14 #endif
15
16 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
17 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
18
19 /*
20         trigger_push_calculatevelocity
21
22         Arguments:
23           org - origin of the object which is to be pushed
24           tgt - target entity (can be either a point or a model entity; if it is
25                 the latter, its midpoint is used)
26           ht  - jump height, measured from the higher one of org and tgt's midpoint
27
28         Returns: velocity for the jump
29         the global trigger_push_calculatevelocity_flighttime is set to the total
30         jump time
31  */
32
33 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
34 {
35         float grav, sdist, zdist, vs, vz, jumpheight;
36         vector sdir, torg;
37
38         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
39
40         grav = PHYS_GRAVITY(other);
41         if(PHYS_ENTGRAVITY(other))
42                 grav *= PHYS_ENTGRAVITY(other);
43
44         zdist = torg.z - org.z;
45         sdist = vlen(torg - org - zdist * '0 0 1');
46         sdir = normalize(torg - org - zdist * '0 0 1');
47
48         // how high do we need to push the player?
49         jumpheight = fabs(ht);
50         if(zdist > 0)
51                 jumpheight = jumpheight + zdist;
52
53         /*
54                 STOP.
55
56                 You will not understand the following equations anyway...
57                 But here is what I did to get them.
58
59                 I used the functions
60
61                   s(t) = t * vs
62                   z(t) = t * vz - 1/2 grav t^2
63
64                 and solved for:
65
66                   s(ti) = sdist
67                   z(ti) = zdist
68                   max(z, ti) = jumpheight
69
70                 From these three equations, you will find the three parameters vs, vz
71                 and ti.
72          */
73
74         // push him so high...
75         vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
76
77         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
78         if(ht < 0)
79                 if(zdist < 0)
80                         vz = -vz;
81
82         vector solution;
83         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
84         // ALWAYS solvable because jumpheight >= zdist
85         if(!solution.z)
86                 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)
87         if(zdist == 0)
88                 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)
89
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                         trigger_push_calculatevelocity_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                         trigger_push_calculatevelocity_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                         trigger_push_calculatevelocity_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                         trigger_push_calculatevelocity_flighttime = solution.y;
124                 }
125         }
126         vs = sdist / trigger_push_calculatevelocity_flighttime;
127
128         // finally calculate the velocity
129         return sdir * vs + '0 0 1' * vz;
130 }
131
132 void trigger_push_touch()
133 {SELFPARAM();
134         if (this.active == ACTIVE_NOT)
135                 return;
136
137 #ifdef SVQC
138         if (!isPushable(other))
139                 return;
140 #endif
141
142         if(this.team)
143                 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, other)))
144                         return;
145
146         EXACTTRIGGER_TOUCH;
147
148         if(this.enemy)
149         {
150                 other.velocity = trigger_push_calculatevelocity(other.origin, this.enemy, this.height);
151                 other.move_velocity = other.velocity;
152         }
153         else if(this.target)
154         {
155                 entity e;
156                 RandomSelection_Init();
157                 for(e = world; (e = find(e, targetname, this.target)); )
158                 {
159                         if(e.cnt)
160                                 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
161                         else
162                                 RandomSelection_Add(e, 0, string_null, 1, 1);
163                 }
164                 other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, this.height);
165                 other.move_velocity = other.velocity;
166         }
167         else
168         {
169                 other.velocity = this.movedir;
170                 other.move_velocity = other.velocity;
171         }
172
173         UNSET_ONGROUND(other);
174
175         other.move_flags &= ~FL_ONGROUND;
176
177 #ifdef SVQC
178         if (IS_PLAYER(other))
179         {
180                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
181                 other.oldvelocity = other.velocity;
182
183                 if(this.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
184                 {
185                         // flash when activated
186                         Send_Effect(EFFECT_JUMPPAD, other.origin, other.velocity, 1);
187                         _sound (other, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
188                         this.pushltime = time + 0.2;
189                 }
190                 if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
191                 {
192                         bool found = false;
193                         for(int i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
194                                 if(other.(jumppadsused[i]) == this)
195                                         found = true;
196                         if(!found)
197                         {
198                                 other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = this;
199                                 other.jumppadcount = other.jumppadcount + 1;
200                         }
201
202                         if(IS_REAL_CLIENT(other))
203                         {
204                                 if(this.message)
205                                         centerprint(other, this.message);
206                         }
207                         else
208                                 other.lastteleporttime = time;
209
210                         if (other.deadflag == DEAD_NO)
211                                 animdecide_setaction(other, ANIMACTION_JUMP, true);
212                 }
213                 else
214                         other.jumppadcount = true;
215
216                 // reset tracking of who pushed you into a hazard (for kill credit)
217                 other.pushltime = 0;
218                 other.istypefrag = 0;
219         }
220
221         if(this.enemy.target)
222         {
223                 activator = other;
224                 WITH(entity, self, this.enemy, SUB_UseTargets());
225         }
226
227         if (other.flags & FL_PROJECTILE)
228         {
229                 other.angles = vectoangles (other.velocity);
230                 switch(other.movetype)
231                 {
232                         case MOVETYPE_FLY:
233                                 other.movetype = MOVETYPE_TOSS;
234                                 other.gravity = 1;
235                                 break;
236                         case MOVETYPE_BOUNCEMISSILE:
237                                 other.movetype = MOVETYPE_BOUNCE;
238                                 other.gravity = 1;
239                                 break;
240                 }
241                 UpdateCSQCProjectile(other);
242         }
243
244         if (this.spawnflags & PUSH_ONCE)
245         {
246                 this.touch = func_null;
247                 this.think = SUB_Remove_self;
248                 this.nextthink = time;
249         }
250 #endif
251 }
252
253 #ifdef SVQC
254 void trigger_push_link();
255 void trigger_push_updatelink();
256 #endif
257 void trigger_push_findtarget()
258 {SELFPARAM();
259         entity t;
260         vector org;
261
262         // first calculate a typical start point for the jump
263         org = (self.absmin + self.absmax) * 0.5;
264         org_z = self.absmax.z - PL_MIN.z;
265
266         if (self.target)
267         {
268                 float n = 0;
269                 for(t = world; (t = find(t, targetname, self.target)); )
270                 {
271                         ++n;
272 #ifdef SVQC
273                         entity e = spawn();
274                         setorigin(e, org);
275                         setsize(e, PL_MIN, PL_MAX);
276                         e.velocity = trigger_push_calculatevelocity(org, t, self.height);
277                         tracetoss(e, e);
278                         if(e.movetype == MOVETYPE_NONE)
279                                 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
280                         remove(e);
281 #endif
282                 }
283
284                 if(!n)
285                 {
286                         // no dest!
287 #ifdef SVQC
288                         objerror ("Jumppad with nonexistant target");
289 #endif
290                         return;
291                 }
292                 else if(n == 1)
293                 {
294                         // exactly one dest - bots love that
295                         self.enemy = find(world, targetname, self.target);
296                 }
297                 else
298                 {
299                         // have to use random selection every single time
300                         self.enemy = world;
301                 }
302         }
303 #ifdef SVQC
304         else
305         {
306                 entity e = spawn();
307                 setorigin(e, org);
308                 setsize(e, PL_MIN, PL_MAX);
309                 e.velocity = self.movedir;
310                 tracetoss(e, e);
311                 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
312                 remove(e);
313         }
314
315         trigger_push_link();
316         defer(self, 0.1, trigger_push_updatelink);
317 #endif
318 }
319
320 #ifdef SVQC
321 float trigger_push_send(entity to, float sf)
322 {SELFPARAM();
323         WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
324         WriteByte(MSG_ENTITY, sf);
325
326         if(sf & 1)
327         {
328                 WriteByte(MSG_ENTITY, self.team);
329                 WriteInt24_t(MSG_ENTITY, self.spawnflags);
330                 WriteByte(MSG_ENTITY, self.active);
331                 WriteByte(MSG_ENTITY, self.height);
332
333                 trigger_common_write(true);
334         }
335
336         if(sf & 2)
337         {
338                 WriteByte(MSG_ENTITY, self.team);
339                 WriteByte(MSG_ENTITY, self.active);
340         }
341
342         return true;
343 }
344
345 void trigger_push_updatelink()
346 {SELFPARAM();
347         self.SendFlags |= 1;
348 }
349
350 void trigger_push_link()
351 {
352         //Net_LinkEntity(self, false, 0, trigger_push_send);
353 }
354 #endif
355 #ifdef SVQC
356 /*
357  * ENTITY PARAMETERS:
358  *
359  *   target:  target of jump
360  *   height:  the absolute value is the height of the highest point of the jump
361  *            trajectory above the higher one of the player and the target.
362  *            the sign indicates whether the highest point is INSIDE (positive)
363  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
364  *            positive values for targets mounted on the floor, and use negative
365  *            values to target a point on the ceiling.
366  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
367  */
368 spawnfunc(trigger_push)
369 {
370         SetMovedir(self);
371
372         EXACTTRIGGER_INIT;
373
374         self.active = ACTIVE_ACTIVE;
375         self.use = trigger_push_use;
376         self.touch = trigger_push_touch;
377
378         // normal push setup
379         if (!self.speed)
380                 self.speed = 1000;
381         self.movedir = self.movedir * self.speed * 10;
382
383         if (!self.noise)
384                 self.noise = "misc/jumppad.wav";
385         precache_sound (self.noise);
386
387         // this must be called to spawn the teleport waypoints for bots
388         InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
389 }
390
391
392 bool target_push_send(entity this, entity to, float sf)
393 {
394         WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
395
396         WriteByte(MSG_ENTITY, self.cnt);
397         WriteString(MSG_ENTITY, self.targetname);
398         WriteCoord(MSG_ENTITY, self.origin_x);
399         WriteCoord(MSG_ENTITY, self.origin_y);
400         WriteCoord(MSG_ENTITY, self.origin_z);
401
402         return true;
403 }
404
405 void target_push_link()
406 {SELFPARAM();
407         //Net_LinkEntity(self, false, 0, target_push_send);
408         //self.SendFlags |= 1; // update
409 }
410
411 spawnfunc(target_push) { target_push_link(); }
412 spawnfunc(info_notnull) { target_push_link(); }
413 spawnfunc(target_position) { make_pure(this); target_push_link(); }
414
415 #endif
416
417 #ifdef CSQC
418
419 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
420 {
421         float sf = ReadByte();
422
423         if(sf & 1)
424         {
425                 self.classname = "jumppad";
426                 int mytm = ReadByte(); if(mytm) { self.team = mytm - 1; }
427                 self.spawnflags = ReadInt24_t();
428                 self.active = ReadByte();
429                 self.height = ReadByte();
430
431                 trigger_common_read(true);
432
433                 self.entremove = trigger_remove_generic;
434                 self.solid = SOLID_TRIGGER;
435                 self.draw = trigger_draw_generic;
436                 self.trigger_touch = trigger_push_touch;
437                 self.drawmask = MASK_NORMAL;
438                 self.move_time = time;
439                 trigger_push_findtarget();
440         }
441
442         if(sf & 2)
443         {
444                 self.team = ReadByte();
445                 self.active = ReadByte();
446         }
447         return true;
448 }
449
450 void target_push_remove()
451 {SELFPARAM();
452         if(self.classname)
453                 strunzone(self.classname);
454         self.classname = string_null;
455
456         if(self.targetname)
457                 strunzone(self.targetname);
458         self.targetname = string_null;
459 }
460
461 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
462 {
463         self.classname = "push_target";
464         self.cnt = ReadByte();
465         self.targetname = strzone(ReadString());
466         self.origin_x = ReadCoord();
467         self.origin_y = ReadCoord();
468         self.origin_z = ReadCoord();
469
470         return = true;
471
472         setorigin(self, self.origin);
473
474         self.drawmask = MASK_NORMAL;
475         self.entremove = target_push_remove;
476 }
477 #endif