Add an intrusive list for warpzones
[xonotic/xonotic-data.pk3dir.git] / qcsrc / lib / warpzone / client.qc
1 #include "client.qh"
2 #include "common.qh"
3
4 #if defined(CSQC)
5         #include <client/autocvars.qh>
6         #include <lib/csqcmodel/cl_model.qh>
7 #elif defined(MENUQC)
8 #elif defined(SVQC)
9 #endif
10
11 void WarpZone_Fade_PreDraw(entity this)
12 {
13         vector org;
14         org = getpropertyvec(VF_ORIGIN);
15         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
16                 this.alpha = 0;
17         else if(this.warpzone_fadestart)
18                 this.alpha = bound(0, (this.warpzone_fadeend - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.warpzone_fadeend - this.warpzone_fadestart), 1);
19         else
20                 this.alpha = 1;
21         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
22         if(this.alpha <= 0)
23                 this.drawmask = 0;
24         else
25                 this.drawmask = MASK_NORMAL;
26 }
27
28 void WarpZone_Touch(entity this, entity toucher);
29 NET_HANDLE(ENT_CLIENT_WARPZONE, bool isnew)
30 {
31         warpzone_warpzones_exist = 1;
32         if (!this.enemy)
33         {
34                 this.enemy = new(warpzone_from);
35         }
36         this.classname = "trigger_warpzone";
37
38         if(isnew)
39                 IL_PUSH(g_warpzones, this);
40
41         int f = ReadByte();
42         this.warpzone_isboxy = (f & 1);
43         if(f & 4)
44         {
45                 this.origin_x = ReadCoord();
46                 this.origin_y = ReadCoord();
47                 this.origin_z = ReadCoord();
48         }
49         else
50                 this.origin = '0 0 0';
51         this.modelindex = ReadShort();
52         this.mins_x = ReadCoord();
53         this.mins_y = ReadCoord();
54         this.mins_z = ReadCoord();
55         this.maxs_x = ReadCoord();
56         this.maxs_y = ReadCoord();
57         this.maxs_z = ReadCoord();
58         this.scale = ReadByte() / 16;
59         this.enemy.oldorigin_x = ReadCoord();
60         this.enemy.oldorigin_y = ReadCoord();
61         this.enemy.oldorigin_z = ReadCoord();
62         this.enemy.avelocity_x = ReadCoord();
63         this.enemy.avelocity_y = ReadCoord();
64         this.enemy.avelocity_z = ReadCoord();
65         this.oldorigin_x = ReadCoord();
66         this.oldorigin_y = ReadCoord();
67         this.oldorigin_z = ReadCoord();
68         this.avelocity_x = ReadCoord();
69         this.avelocity_y = ReadCoord();
70         this.avelocity_z = ReadCoord();
71
72         if(f & 2)
73         {
74                 this.warpzone_fadestart = ReadShort();
75                 this.warpzone_fadeend = max(this.warpzone_fadestart + 1, ReadShort());
76         }
77         else
78         {
79                 this.warpzone_fadestart = 0;
80                 this.warpzone_fadeend = 0;
81         }
82
83         // common stuff
84         WarpZone_SetUp(this, this.enemy.oldorigin, this.enemy.avelocity, this.oldorigin, this.avelocity);
85
86         // link me
87         //setmodel(this, this.model);
88         setorigin(this, this.origin);
89         setsize(this, this.mins, this.maxs);
90
91         // how to draw
92         // engine currently wants this
93         setpredraw(this, WarpZone_Fade_PreDraw);
94
95         //settouch(this, WarpZone_Touch);
96         return true;
97 }
98
99 NET_HANDLE(ENT_CLIENT_WARPZONE_CAMERA, bool isnew)
100 {
101         warpzone_cameras_exist = 1;
102         this.classname = "func_warpzone_camera";
103
104         int f = ReadByte();
105         if(f & 4)
106         {
107                 this.origin_x = ReadCoord();
108                 this.origin_y = ReadCoord();
109                 this.origin_z = ReadCoord();
110         }
111         else
112                 this.origin = '0 0 0';
113         this.modelindex = ReadShort();
114         this.mins_x = ReadCoord();
115         this.mins_y = ReadCoord();
116         this.mins_z = ReadCoord();
117         this.maxs_x = ReadCoord();
118         this.maxs_y = ReadCoord();
119         this.maxs_z = ReadCoord();
120         this.scale = ReadByte() / 16;
121         this.oldorigin_x = ReadCoord();
122         this.oldorigin_y = ReadCoord();
123         this.oldorigin_z = ReadCoord();
124         this.avelocity_x = ReadCoord();
125         this.avelocity_y = ReadCoord();
126         this.avelocity_z = ReadCoord();
127
128         if(f & 2)
129         {
130                 this.warpzone_fadestart = ReadShort();
131                 this.warpzone_fadeend = max(this.warpzone_fadestart + 1, ReadShort());
132         }
133         else
134         {
135                 this.warpzone_fadestart = 0;
136                 this.warpzone_fadeend = 0;
137         }
138
139         // common stuff
140         WarpZone_Camera_SetUp(this, this.oldorigin, this.avelocity);
141
142         // engine currently wants this
143         this.drawmask = MASK_NORMAL;
144
145         // link me
146         //setmodel(this, this.model);
147         setorigin(this, this.origin);
148         setsize(this, this.mins, this.maxs);
149
150         // how to draw
151         // engine currently wants this
152         setpredraw(this, WarpZone_Fade_PreDraw);
153         return true;
154 }
155
156 void CL_RotateMoves(vector ang) = #638;
157 NET_HANDLE(ENT_CLIENT_WARPZONE_TELEPORTED, bool isnew)
158 {
159         this.classname = "warpzone_teleported";
160         vector v;
161         v.x = ReadCoord();
162         v.y = ReadCoord();
163         v.z = ReadCoord();
164         return = true;
165         if (!isnew) return;
166         this.warpzone_transform = v;
167         setproperty(VF_CL_VIEWANGLES, WarpZone_TransformVAngles(this, getpropertyvec(VF_CL_VIEWANGLES)));
168         if(checkextension("DP_CSQC_ROTATEMOVES"))
169                 CL_RotateMoves(v);
170                 //CL_RotateMoves('0 90 0');
171 }
172
173 float warpzone_fixingview;
174 float warpzone_fixingview_drawexteriormodel;
175
176 void WarpZone_View_Outside()
177 {
178         if(!warpzone_fixingview)
179                 return;
180         warpzone_fixingview = 0;
181         cvar_set("r_drawexteriormodel", ftos(warpzone_fixingview_drawexteriormodel));
182 }
183
184 void WarpZone_View_Inside()
185 {
186         if(autocvar_chase_active)
187         {
188                 WarpZone_View_Outside();
189                 return;
190         }
191         if(warpzone_fixingview)
192                 return;
193         warpzone_fixingview = 1;
194         warpzone_fixingview_drawexteriormodel = cvar("r_drawexteriormodel");
195         cvar_set("r_drawexteriormodel", "0");
196 }
197
198 vector WarpZone_FixNearClip(vector o, vector c0, vector c1, vector c2, vector c3)
199 {
200         vector mi, ma;
201         entity e;
202         float pd;
203
204         mi.x = min(o.x, c0_x, c1_x, c2_x, c3_x);
205         ma.x = max(o.x, c0_x, c1_x, c2_x, c3_x);
206         mi.y = min(o.y, c0_y, c1_y, c2_y, c3_y);
207         ma.y = max(o.y, c0_y, c1_y, c2_y, c3_y);
208         mi.z = min(o.z, c0_z, c1_z, c2_z, c3_z);
209         ma.z = max(o.z, c0_z, c1_z, c2_z, c3_z);
210
211         e = WarpZone_Find(mi, ma);
212         if(e)
213         {
214                 if(WarpZone_PlaneDist(e, o) < 0)
215                         return '0 0 0';
216                         // can't really be, though, but if it is, this is not my warpzone, but a random different one in the same mins/maxs
217                 pd = min(
218                                 WarpZone_PlaneDist(e, c0),
219                                 WarpZone_PlaneDist(e, c1),
220                                 WarpZone_PlaneDist(e, c2),
221                                 WarpZone_PlaneDist(e, c3)
222                         );
223                 if(pd < 0)
224                         return e.warpzone_forward * -pd;
225         }
226
227         return '0 0 0';
228 }
229
230 void WarpZone_FixPMove()
231 {
232         entity e = WarpZone_Find(pmove_org, pmove_org);
233         if(e)
234         {
235                 pmove_org = WarpZone_TransformOrigin(e, pmove_org);
236                 input_angles = WarpZone_TransformVAngles(e, input_angles);
237         }
238 }
239
240 #ifndef KEEP_ROLL
241 float autocvar_cl_rollkillspeed = 10;
242 #endif
243 void WarpZone_FixView()
244 {
245         entity e;
246         vector org, ang, nearclip, corner0, corner1, corner2, corner3, o;
247
248         warpzone_save_view_origin = org = getpropertyvec(VF_ORIGIN);
249         warpzone_save_view_angles = ang = getpropertyvec(VF_ANGLES);
250
251         e = WarpZone_Find(org, org);
252         if(e)
253         {
254                 org = WarpZone_TransformOrigin(e, org);
255                 ang = WarpZone_TransformVAngles(e, ang);
256                 WarpZone_View_Inside();
257         }
258         else
259                 WarpZone_View_Outside();
260
261 #ifndef KEEP_ROLL
262         float rick;
263         float f;
264         static float rollkill;
265         if (STAT(HEALTH) > 0 || STAT(HEALTH) == -666 || STAT(HEALTH) == -2342)
266         {
267                 f = 0;
268                 // reset roll when passing through a warpzone that change player's roll angle
269                 if(autocvar_cl_rollkillspeed)
270                         f = max(0, (1 - frametime * autocvar_cl_rollkillspeed));
271                 if(rollkill)
272                         rollkill = 0;
273         }
274         else
275         {
276                 f = 1;
277                 // roll the view when killed (v_deathtilt)
278                 if(autocvar_cl_rollkillspeed)
279                 {
280                         rollkill += frametime * autocvar_cl_rollkillspeed;
281                         f = min(1, rollkill);
282                 }
283                 else if(rollkill)
284                         rollkill = 0;
285         }
286
287         rick = getproperty(VF_CL_VIEWANGLES_Z);
288         rick *= f;
289         setproperty(VF_CL_VIEWANGLES_Z, rick);
290         ang.z *= f;
291 #endif
292
293         setproperty(VF_ORIGIN, org);
294         setproperty(VF_ANGLES, ang);
295
296         nearclip = '0 0 1' * (cvar("r_nearclip") * 1.125);
297         corner0 = cs_unproject('0 0 0' + nearclip);
298         corner1 = cs_unproject('1 0 0' * cvar("vid_conwidth") + nearclip);
299         corner2 = cs_unproject('0 1 0' * cvar("vid_conheight") + nearclip);
300         corner3 = cs_unproject('1 0 0' * cvar("vid_conwidth") + '0 1 0' * cvar("vid_conheight") + nearclip);
301         o = WarpZone_FixNearClip(org, corner0, corner1, corner2, corner3);
302         if(o != '0 0 0')
303                 setproperty(VF_ORIGIN, org + o);
304 }
305
306 void WarpZone_Shutdown()
307 {
308         WarpZone_View_Outside();
309 }