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1 #include "portals.qh"
2 #include "_all.qh"
3
4 #include "g_hook.qh"
5 #include "mutators/mutators_include.qh"
6 #include "../common/constants.qh"
7 #include "../common/deathtypes.qh"
8 #include "../common/notifications.qh"
9 #include "../common/triggers/teleporters.qh"
10 #include "../common/triggers/subs.qh"
11 #include "../common/util.qh"
12 #include "../common/weapons/all.qh"
13 #include "../csqcmodellib/sv_model.qh"
14 #include "../warpzonelib/anglestransform.qh"
15 #include "../warpzonelib/util_server.qh"
16
17 #define PORTALS_ARE_NOT_SOLID
18
19 const vector SAFENUDGE = '1 1 1';
20 const vector SAFERNUDGE = '8 8 8';
21
22 .vector portal_transform;
23 .vector portal_safe_origin;
24 .float portal_wants_to_vanish;
25 .float portal_activatetime;
26 .float savemodelindex;
27
28 float PlayerEdgeDistance(entity p, vector v)
29 {
30         vector vbest;
31
32         if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
33         if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
34         if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
35
36         return vbest * v;
37 }
38
39 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
40 {
41         vector old_forward, old_up;
42         vector old_yawforward;
43         vector new_forward, new_up;
44         vector new_yawforward;
45
46         vector ang;
47         ang = vangle;
48         /*
49            ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
50            ang = AnglesTransform_ApplyToVAngles(transform, ang);
51          */
52
53         // PLAYERS use different math
54 #ifndef POSITIVE_PITCH_IS_DOWN
55         ang.x = -ang.x;
56 #endif
57
58         //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
59
60         fixedmakevectors(ang);
61         old_forward = v_forward;
62         old_up = v_up;
63         fixedmakevectors(ang.y * '0 1 0');
64         old_yawforward = v_forward;
65
66         // their aiming directions are portalled...
67         new_forward = AnglesTransform_Apply(transform, old_forward);
68         new_up = AnglesTransform_Apply(transform, old_up);
69         new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
70
71         // but now find a new sense of direction
72         // this is NOT easy!
73         // assume new_forward points straight up.
74         // What is our yaw?
75         //
76         // new_up could now point forward OR backward... which direction to choose?
77
78         if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
79         {
80                 // new_yawforward and new_yawup define the new aiming half-circle
81                 // we "just" need to find out whether new_up or -new_up is in that half circle
82                 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
83                 if(new_up * new_yawforward < 0)
84                         new_up = -1 * new_up;
85                 ang.y = vectoyaw(new_up); // this vector is the yaw we want
86                 //print("UP/DOWN path: ", vtos(ang), "\n");
87         }
88         else
89         {
90                 // good angles; here, "forward" suffices
91                 ang = fixedvectoangles(new_forward);
92                 //print("GOOD path: ", vtos(ang), "\n");
93         }
94
95 #ifndef POSITIVE_PITCH_IS_DOWN
96         ang.x = -ang.x;
97 #endif
98         ang.z = vangle.z;
99         return ang;
100 }
101
102 .vector right_vector;
103 float Portal_TeleportPlayer(entity teleporter, entity player)
104 {
105         vector from, to, safe, step, transform, ang, newvel;
106         float planeshift, s, t;
107
108         if (!teleporter.enemy)
109         {
110                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
111                 return 0;
112         }
113
114         from = teleporter.origin;
115         transform = teleporter.portal_transform;
116
117         to = teleporter.enemy.origin;
118         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
119         newvel = AnglesTransform_Apply(transform, player.velocity);
120         // this now is INSIDE the plane... can't use that
121
122         // shift it out
123         fixedmakevectors(teleporter.enemy.mangle);
124
125         // first shift it ON the plane if needed
126         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
127         /*
128         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
129                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
130                 to += newvel * (planeshift / (newvel * v_forward));
131         else
132         */
133                 to += v_forward * planeshift;
134
135         s = (to - teleporter.enemy.origin) * v_right;
136         t = (to - teleporter.enemy.origin) * v_up;
137         s = bound(-48, s, 48);
138         t = bound(-48, t, 48);
139         to = teleporter.enemy.origin
140            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
141            +     s                                        * v_right
142            +     t                                        * v_up;
143
144         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
145         step = to + ((safe - to) * v_forward) * v_forward;
146         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
147         if(trace_startsolid)
148         {
149                 print("'safe' teleport location is not safe!\n");
150                 // FAIL TODO why does this happen?
151                 return 0;
152         }
153         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
154         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
155         if(trace_startsolid)
156         {
157                 print("trace_endpos in solid, this can't be!\n");
158                 // FAIL TODO why does this happen? (reported by MrBougo)
159                 return 0;
160         }
161         to = trace_endpos + normalize(safe - trace_endpos) * 0;
162         //print(vtos(to), "\n");
163
164         // ang_x stuff works around weird quake angles
165         if(IS_PLAYER(player))
166                 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
167         else
168                 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
169
170         // factor -1 allows chaining portals, but may be weird
171         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
172
173         entity oldself = self;
174         self = player;
175         MUTATOR_CALLHOOK(PortalTeleport);
176         player = self;
177         self = oldself;
178
179         if (!teleporter.enemy)
180         {
181                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
182                 return 0;
183         }
184
185         tdeath_hit = 0;
186         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
187         if(tdeath_hit)
188         {
189                 // telefrag within 1 second of portal creation = amazing
190                 if(time < teleporter.teleport_time + 1)
191                         Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_ACHIEVEMENT_AMAZING);
192         }
193
194         if (!teleporter.enemy)
195         {
196                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
197                 return 0;
198         }
199
200         // reset fade counter
201         teleporter.portal_wants_to_vanish = 0;
202         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
203         teleporter.health = autocvar_g_balance_portal_health;
204         teleporter.enemy.health = autocvar_g_balance_portal_health;
205
206         return 1;
207 }
208
209 float Portal_FindSafeOrigin(entity portal)
210 {
211         vector o;
212         o = portal.origin;
213         portal.mins = PL_MIN - SAFERNUDGE;
214         portal.maxs = PL_MAX + SAFERNUDGE;
215         fixedmakevectors(portal.mangle);
216         portal.origin += 16 * v_forward;
217         if(!move_out_of_solid(portal))
218         {
219 #ifdef DEBUG
220                 print("NO SAFE ORIGIN\n");
221 #endif
222                 return 0;
223         }
224         portal.portal_safe_origin = portal.origin;
225         setorigin(portal, o);
226         return 1;
227 }
228
229 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
230 {
231         float dist, distpersec, delta;
232         vector v;
233
234         dist = (eorg - porg) * pnorm;
235         dist += min(emins.x * pnorm.x, emaxs.x * pnorm.x);
236         dist += min(emins.y * pnorm.y, emaxs.y * pnorm.y);
237         dist += min(emins.z * pnorm.z, emaxs.z * pnorm.z);
238         if(dist < -1) // other side?
239                 return 0;
240 #ifdef PORTALS_ARE_NOT_SOLID
241         distpersec = evel * pnorm;
242         if(distpersec >= 0) // going away from the portal?
243                 return 0;
244         // we don't need this check with solid portals, them being SOLID_BSP should suffice
245         delta = dist / distpersec;
246         v = eorg - evel * delta - porg;
247         v = v - pnorm * (pnorm * v);
248         return vlen(v) < psize;
249 #else
250         return 1;
251 #endif
252 }
253
254 void Portal_Touch()
255 {
256         vector g;
257
258 #ifdef PORTALS_ARE_NOT_SOLID
259         // portal is being removed?
260         if(self.solid != SOLID_TRIGGER)
261                 return; // possibly engine bug
262
263         if(IS_PLAYER(other))
264                 return; // handled by think
265 #endif
266
267         if(other.classname == "item_flag_team")
268                 return; // never portal these
269
270         if(other.classname == "grapplinghook")
271                 return; // handled by think
272
273         if(!autocvar_g_vehicles_teleportable)
274         if(other.vehicle_flags & VHF_ISVEHICLE)
275                 return; // no teleporting vehicles?
276
277         if(!self.enemy)
278                 error("Portal_Touch called for a broken portal\n");
279
280 #ifdef PORTALS_ARE_NOT_SOLID
281         if(trace_fraction < 1)
282                 return; // only handle TouchAreaGrid ones (only these can teleport)
283 #else
284         if(trace_fraction >= 1)
285                 return; // only handle impacts
286 #endif
287
288         if(other.classname == "porto")
289         {
290                 if(other.portal_id == self.portal_id)
291                         return;
292         }
293         if(time < self.portal_activatetime)
294                 if(other == self.aiment)
295                 {
296                         self.portal_activatetime = time + 0.1;
297                         return;
298                 }
299         if(other != self.aiment)
300                 if(IS_PLAYER(other))
301                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
302                                 return; // cannot go through someone else's portal
303         if(other.aiment != self.aiment)
304                 if(IS_PLAYER(other.aiment))
305                         if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
306                                 return; // cannot go through someone else's portal
307         fixedmakevectors(self.mangle);
308         g = frametime * '0 0 -1' * autocvar_sv_gravity;
309         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs.x))
310                 return;
311
312         /*
313         if(other.mins_x < PL_MIN.x || other.mins_y < PL_MIN.y || other.mins_z < PL_MIN.z
314         || other.maxs_x > PL_MAX.x || other.maxs_y > PL_MAX.y || other.maxs_z > PL_MAX.z)
315         {
316                 // can't teleport this
317                 return;
318         }
319         */
320
321         if(Portal_TeleportPlayer(self, other))
322                 if(other.classname == "porto")
323                         if(other.effects & EF_RED)
324                                 other.effects += EF_BLUE - EF_RED;
325 }
326
327 void Portal_Think();
328 void Portal_MakeBrokenPortal(entity portal)
329 {
330         portal.skin = 2;
331         portal.solid = SOLID_NOT;
332         portal.touch = func_null;
333         portal.think = func_null;
334         portal.effects = 0;
335         portal.nextthink = 0;
336         portal.takedamage = DAMAGE_NO;
337 }
338
339 void Portal_MakeWaitingPortal(entity portal)
340 {
341         portal.skin = 2;
342         portal.solid = SOLID_NOT;
343         portal.touch = func_null;
344         portal.think = func_null;
345         portal.effects = EF_ADDITIVE;
346         portal.nextthink = 0;
347         portal.takedamage = DAMAGE_YES;
348 }
349
350 void Portal_MakeInPortal(entity portal)
351 {
352         portal.skin = 0;
353         portal.solid = SOLID_NOT; // this is done when connecting them!
354         portal.touch = Portal_Touch;
355         portal.think = Portal_Think;
356         portal.effects = EF_RED;
357         portal.nextthink = time;
358         portal.takedamage = DAMAGE_NO;
359 }
360
361 void Portal_MakeOutPortal(entity portal)
362 {
363         portal.skin = 1;
364         portal.solid = SOLID_NOT;
365         portal.touch = func_null;
366         portal.think = func_null;
367         portal.effects = EF_STARDUST | EF_BLUE;
368         portal.nextthink = 0;
369         portal.takedamage = DAMAGE_YES;
370 }
371
372 void Portal_Disconnect(entity teleporter, entity destination)
373 {
374         teleporter.enemy = world;
375         destination.enemy = world;
376         Portal_MakeBrokenPortal(teleporter);
377         Portal_MakeBrokenPortal(destination);
378 }
379
380 void Portal_Connect(entity teleporter, entity destination)
381 {
382         teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
383
384         teleporter.enemy = destination;
385         destination.enemy = teleporter;
386         Portal_MakeInPortal(teleporter);
387         Portal_MakeOutPortal(destination);
388         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
389         destination.fade_time = teleporter.fade_time;
390         teleporter.portal_wants_to_vanish = 0;
391         destination.portal_wants_to_vanish = 0;
392         teleporter.teleport_time = time;
393 #ifdef PORTALS_ARE_NOT_SOLID
394         teleporter.solid = SOLID_TRIGGER;
395 #else
396         teleporter.solid = SOLID_BSP;
397 #endif
398 }
399
400 void Portal_Remove(entity portal, float killed)
401 {
402         entity e;
403         e = portal.enemy;
404
405         if(e)
406         {
407                 Portal_Disconnect(portal, e);
408                 Portal_Remove(e, killed);
409         }
410
411         if(portal == portal.aiment.portal_in)
412                 portal.aiment.portal_in = world;
413         if(portal == portal.aiment.portal_out)
414                 portal.aiment.portal_out = world;
415         //portal.aiment = world;
416
417         // makes the portal vanish
418         if(killed)
419         {
420                 fixedmakevectors(portal.mangle);
421                 sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
422                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
423                 remove(portal);
424         }
425         else
426         {
427                 Portal_MakeBrokenPortal(portal);
428                 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTEN_NORM);
429                 SUB_SetFade(portal, time, 0.5);
430         }
431 }
432
433 void Portal_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
434 {
435         if(deathtype == DEATH_TELEFRAG)
436                 return;
437         if(attacker != self.aiment)
438                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
439                         return;
440         self.health -= damage;
441         if(self.health < 0)
442                 Portal_Remove(self, 1);
443 }
444
445 void Portal_Think_TryTeleportPlayer(entity e, vector g)
446 {
447         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs.x))
448                 return;
449
450         // if e would hit the portal in a frame...
451         // already teleport him
452         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
453         if(trace_ent == self)
454                 Portal_TeleportPlayer(self, e);
455 }
456
457 void Portal_Think()
458 {
459         entity e, o;
460         vector g;
461
462 #ifdef PORTALS_ARE_NOT_SOLID
463         // portal is being removed?
464         if(self.solid != SOLID_TRIGGER)
465                 return; // possibly engine bug
466
467         if(!self.enemy)
468                 error("Portal_Think called for a broken portal\n");
469
470         o = self.aiment;
471         self.solid = SOLID_BBOX;
472         self.aiment = world;
473
474         g = frametime * '0 0 -1' * autocvar_sv_gravity;
475
476         fixedmakevectors(self.mangle);
477
478         FOR_EACH_PLAYER(e)
479         {
480                 if(e != o)
481                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
482                                 continue; // cannot go through someone else's portal
483
484                 if(e != o || time >= self.portal_activatetime)
485                         Portal_Think_TryTeleportPlayer(e, g);
486
487                 if(e.hook)
488                         Portal_Think_TryTeleportPlayer(e.hook, g);
489         }
490         self.solid = SOLID_TRIGGER;
491         self.aiment = o;
492 #endif
493
494         self.nextthink = time;
495
496         if(time > self.fade_time)
497                 Portal_Remove(self, 0);
498 }
499
500 float Portal_Customize()
501 {
502         if(IS_SPEC(other))
503                 other = other.enemy;
504         if(other == self.aiment)
505         {
506                 self.modelindex = self.savemodelindex;
507         }
508         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
509         {
510                 self.modelindex = 0;
511         }
512         else
513         {
514                 self.modelindex = self.savemodelindex;
515         }
516         return true;
517 }
518
519 // cleanup:
520 //   when creating in-portal:
521 //     disconnect
522 //     clear existing in-portal
523 //     set as in-portal
524 //     connect
525 //   when creating out-portal:
526 //     disconnect
527 //     clear existing out-portal
528 //     set as out-portal
529 //   when player dies:
530 //     disconnect portals
531 //     clear both portals
532 //   after timeout of in-portal:
533 //     disconnect portals
534 //     clear both portals
535 //   TODO: ensure only one portal shot at once
536 float Portal_SetInPortal(entity own, entity portal)
537 {
538         if(own.portal_in)
539         {
540                 if(own.portal_out)
541                         Portal_Disconnect(own.portal_in, own.portal_out);
542                 Portal_Remove(own.portal_in, 0);
543         }
544         own.portal_in = portal;
545         if(own.portal_out)
546         {
547                 own.portal_out.portal_id = portal.portal_id;
548                 Portal_Connect(own.portal_in, own.portal_out);
549         }
550         return 2;
551 }
552 float Portal_SetOutPortal(entity own, entity portal)
553 {
554         if(own.portal_out)
555         {
556                 if(own.portal_in)
557                         Portal_Disconnect(own.portal_in, own.portal_out);
558                 Portal_Remove(own.portal_out, 0);
559         }
560         own.portal_out = portal;
561         if(own.portal_in)
562         {
563                 own.portal_in.portal_id = portal.portal_id;
564                 Portal_Connect(own.portal_in, own.portal_out);
565         }
566         return 1;
567 }
568 void Portal_ClearAll_PortalsOnly(entity own)
569 {
570         if(own.portal_in)
571                 Portal_Remove(own.portal_in, 0);
572         if(own.portal_out)
573                 Portal_Remove(own.portal_out, 0);
574 }
575 void Portal_ClearAll(entity own)
576 {
577         Portal_ClearAll_PortalsOnly(own);
578         W_Porto_Remove(own);
579 }
580 void Portal_RemoveLater_Think()
581 {
582         Portal_Remove(self, self.cnt);
583 }
584 void Portal_RemoveLater(entity portal, float kill)
585 {
586         Portal_MakeBrokenPortal(portal);
587         portal.cnt = kill;
588         portal.think = Portal_RemoveLater_Think;
589         portal.nextthink = time;
590 }
591 void Portal_ClearAllLater_PortalsOnly(entity own)
592 {
593         if(own.portal_in)
594                 Portal_RemoveLater(own.portal_in, 0);
595         if(own.portal_out)
596                 Portal_RemoveLater(own.portal_out, 0);
597 }
598 void Portal_ClearAllLater(entity own)
599 {
600         Portal_ClearAllLater_PortalsOnly(own);
601         W_Porto_Remove(own);
602 }
603 void Portal_ClearWithID(entity own, float id)
604 {
605         if(own.portal_in)
606                 if(own.portal_in.portal_id == id)
607                 {
608                         if(own.portal_out)
609                                 Portal_Disconnect(own.portal_in, own.portal_out);
610                         Portal_Remove(own.portal_in, 0);
611                 }
612         if(own.portal_out)
613                 if(own.portal_out.portal_id == id)
614                 {
615                         if(own.portal_in)
616                                 Portal_Disconnect(own.portal_in, own.portal_out);
617                         Portal_Remove(own.portal_out, 0);
618                 }
619 }
620
621 entity Portal_Spawn(entity own, vector org, vector ang)
622 {
623         entity portal;
624
625         fixedmakevectors(ang);
626         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
627                 return world;
628
629         portal = spawn();
630         portal.classname = "portal";
631         portal.aiment = own;
632         setorigin(portal, org);
633         portal.mangle = ang;
634         portal.angles = ang;
635         portal.angles_x = -portal.angles.x; // is a bmodel
636         portal.think = Portal_Think;
637         portal.nextthink = 0;
638         portal.portal_activatetime = time + 0.1;
639         portal.takedamage = DAMAGE_AIM;
640         portal.event_damage = Portal_Damage;
641         portal.fade_time = time + autocvar_g_balance_portal_lifetime;
642         portal.health = autocvar_g_balance_portal_health;
643         setmodel(portal, "models/portal.md3");
644         portal.savemodelindex = portal.modelindex;
645         portal.customizeentityforclient = Portal_Customize;
646
647         if(!Portal_FindSafeOrigin(portal))
648         {
649                 remove(portal);
650                 return world;
651         }
652
653         setsize(portal, '-48 -48 -48', '48 48 48');
654         Portal_MakeWaitingPortal(portal);
655
656         return portal;
657 }
658
659 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
660 {
661         entity portal;
662         vector ang;
663         vector org;
664
665         org = trace_endpos;
666         ang = fixedvectoangles2(trace_plane_normal, dir);
667         fixedmakevectors(ang);
668
669         portal = Portal_Spawn(own, org, ang);
670         if(!portal)
671                 return 0;
672
673         portal.portal_id = portal_id_val;
674         Portal_SetInPortal(own, portal);
675
676         return 1;
677 }
678
679 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
680 {
681         entity portal;
682         vector ang;
683         vector org;
684
685         org = trace_endpos;
686         ang = fixedvectoangles2(trace_plane_normal, dir);
687         fixedmakevectors(ang);
688
689         portal = Portal_Spawn(own, org, ang);
690         if(!portal)
691                 return 0;
692
693         portal.portal_id = portal_id_val;
694         Portal_SetOutPortal(own, portal);
695
696         return 1;
697 }