1 #include "t_jumppads.qh"
5 void trigger_push_use()
9 self.team = activator.team;
16 trigger_push_calculatevelocity
19 org - origin of the object which is to be pushed
20 tgt - target entity (can be either a point or a model entity; if it is
21 the latter, its midpoint is used)
22 ht - jump height, measured from the higher one of org and tgt's midpoint
24 Returns: velocity for the jump
25 the global trigger_push_calculatevelocity_flighttime is set to the total
29 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
31 float grav, sdist, zdist, vs, vz, jumpheight;
34 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
37 if(PHYS_ENTGRAVITY(other))
38 grav *= PHYS_ENTGRAVITY(other);
40 zdist = torg.z - org.z;
41 sdist = vlen(torg - org - zdist * '0 0 1');
42 sdir = normalize(torg - org - zdist * '0 0 1');
44 // how high do we need to push the player?
45 jumpheight = fabs(ht);
47 jumpheight = jumpheight + zdist;
52 You will not understand the following equations anyway...
53 But here is what I did to get them.
58 z(t) = t * vz - 1/2 grav t^2
64 max(z, ti) = jumpheight
66 From these three equations, you will find the three parameters vs, vz
70 // push him so high...
71 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
73 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
79 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
80 // ALWAYS solvable because jumpheight >= zdist
82 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)
84 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)
91 // almost straight line type
92 // jump apex is before the jump
93 // we must take the larger one
94 trigger_push_calculatevelocity_flighttime = solution.y;
99 // jump apex is during the jump
100 // we must take the larger one too
101 trigger_push_calculatevelocity_flighttime = solution.y;
109 // almost straight line type
110 // jump apex is after the jump
111 // we must take the smaller one
112 trigger_push_calculatevelocity_flighttime = solution.x;
117 // jump apex is during the jump
118 // we must take the larger one
119 trigger_push_calculatevelocity_flighttime = solution.y;
122 vs = sdist / trigger_push_calculatevelocity_flighttime;
124 // finally calculate the velocity
125 return sdir * vs + '0 0 1' * vz;
128 void trigger_push_touch()
130 if (self.active == ACTIVE_NOT)
134 if (!isPushable(other))
139 if(((self.spawnflags & 4) == 0) == (DIFF_TEAM(self, other)))
146 other.velocity = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
151 RandomSelection_Init();
152 for(e = world; (e = find(e, targetname, self.target)); )
155 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
157 RandomSelection_Add(e, 0, string_null, 1, 1);
159 other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, self.height);
163 other.velocity = self.movedir;
166 UNSET_ONGROUND(other);
169 if (IS_PLAYER(other))
171 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
172 other.oldvelocity = other.velocity;
174 if(self.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
176 // flash when activated
177 pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
178 sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
179 self.pushltime = time + 0.2;
181 if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
184 for(int i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
185 if(other.(jumppadsused[i]) == self)
189 other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = self;
190 other.jumppadcount = other.jumppadcount + 1;
193 if(IS_REAL_CLIENT(other))
196 centerprint(other, self.message);
199 other.lastteleporttime = time;
201 if (other.deadflag == DEAD_NO)
202 animdecide_setaction(other, ANIMACTION_JUMP, true);
205 other.jumppadcount = true;
207 // reset tracking of who pushed you into a hazard (for kill credit)
209 other.istypefrag = 0;
212 if(self.enemy.target)
222 if (other.flags & FL_PROJECTILE)
224 other.angles = vectoangles (other.velocity);
225 switch(other.movetype)
228 other.movetype = MOVETYPE_TOSS;
231 case MOVETYPE_BOUNCEMISSILE:
232 other.movetype = MOVETYPE_BOUNCE;
236 UpdateCSQCProjectile(other);
239 if (self.spawnflags & PUSH_ONCE)
241 self.touch = func_null;
242 self.think = SUB_Remove;
243 self.nextthink = time;
250 void trigger_push_link();
251 void trigger_push_updatelink();
253 void trigger_push_findtarget()
258 // first calculate a typical start point for the jump
259 org = (self.absmin + self.absmax) * 0.5;
260 org.z = self.absmax.z - PL_MIN_z;
265 for(t = world; (t = find(t, targetname, self.target)); )
271 setsize(e, PL_MIN, PL_MAX);
272 e.velocity = trigger_push_calculatevelocity(org, t, self.height);
274 if(e.movetype == MOVETYPE_NONE)
275 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
284 objerror ("Jumppad with nonexistant target");
290 // exactly one dest - bots love that
291 self.enemy = find(world, targetname, self.target);
295 // have to use random selection every single time
304 setsize(e, PL_MIN, PL_MAX);
305 e.velocity = self.movedir;
307 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
312 defer(0.1, trigger_push_updatelink);
317 float trigger_push_send(entity to, float sf)
319 WriteByte(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
320 WriteByte(MSG_ENTITY, sf);
324 WriteString(MSG_ENTITY, self.target);
325 WriteByte(MSG_ENTITY, self.team);
326 WriteInt24_t(MSG_ENTITY, self.spawnflags);
327 WriteByte(MSG_ENTITY, self.active);
328 WriteByte(MSG_ENTITY, self.warpzone_isboxy);
329 WriteByte(MSG_ENTITY, self.height);
330 WriteByte(MSG_ENTITY, self.scale);
331 WriteCoord(MSG_ENTITY, self.origin_x);
332 WriteCoord(MSG_ENTITY, self.origin_y);
333 WriteCoord(MSG_ENTITY, self.origin_z);
335 WriteCoord(MSG_ENTITY, self.mins_x);
336 WriteCoord(MSG_ENTITY, self.mins_y);
337 WriteCoord(MSG_ENTITY, self.mins_z);
338 WriteCoord(MSG_ENTITY, self.maxs_x);
339 WriteCoord(MSG_ENTITY, self.maxs_y);
340 WriteCoord(MSG_ENTITY, self.maxs_z);
342 WriteCoord(MSG_ENTITY, self.movedir_x);
343 WriteCoord(MSG_ENTITY, self.movedir_y);
344 WriteCoord(MSG_ENTITY, self.movedir_z);
346 WriteCoord(MSG_ENTITY, self.angles_x);
347 WriteCoord(MSG_ENTITY, self.angles_y);
348 WriteCoord(MSG_ENTITY, self.angles_z);
353 WriteByte(MSG_ENTITY, self.team);
354 WriteByte(MSG_ENTITY, self.active);
360 void trigger_push_updatelink()
365 void trigger_push_link()
367 Net_LinkEntity(self, false, 0, trigger_push_send);
374 * target: target of jump
375 * height: the absolute value is the height of the highest point of the jump
376 * trajectory above the higher one of the player and the target.
377 * the sign indicates whether the highest point is INSIDE (positive)
378 * or OUTSIDE (negative) of the jump trajectory. General rule: use
379 * positive values for targets mounted on the floor, and use negative
380 * values to target a point on the ceiling.
381 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
383 void spawnfunc_trigger_push()
389 self.active = ACTIVE_ACTIVE;
390 self.use = trigger_push_use;
391 self.touch = trigger_push_touch;
396 self.movedir = self.movedir * self.speed * 10;
399 self.noise = "misc/jumppad.wav";
400 precache_sound (self.noise);
402 // this must be called to spawn the teleport waypoints for bots
403 InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
407 float target_push_send(entity to, float sf)
409 WriteByte(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
411 WriteByte(MSG_ENTITY, self.cnt);
412 WriteString(MSG_ENTITY, self.targetname);
413 WriteCoord(MSG_ENTITY, self.origin_x);
414 WriteCoord(MSG_ENTITY, self.origin_y);
415 WriteCoord(MSG_ENTITY, self.origin_z);
420 void target_push_link()
422 Net_LinkEntity(self, false, 0, target_push_send);
423 self.SendFlags |= 1; // update
426 void spawnfunc_target_push() { target_push_link(); }
427 void spawnfunc_info_notnull() { target_push_link(); }
428 void spawnfunc_target_position() { target_push_link(); }
433 void trigger_push_draw()
435 float dt = time - self.move_time;
436 self.move_time = time;
437 if(dt <= 0) { return; }
439 trigger_touch_generic(trigger_push_touch);
442 void ent_trigger_push()
444 float sf = ReadByte();
448 self.classname = "jumppad";
449 self.target = strzone(ReadString());
450 float mytm = ReadByte(); if(mytm) { self.team = mytm - 1; }
451 self.spawnflags = ReadInt24_t();
452 self.active = ReadByte();
453 self.warpzone_isboxy = ReadByte();
454 self.height = ReadByte();
455 self.scale = ReadByte();
456 self.origin_x = ReadCoord();
457 self.origin_y = ReadCoord();
458 self.origin_z = ReadCoord();
459 setorigin(self, self.origin);
460 self.mins_x = ReadCoord();
461 self.mins_y = ReadCoord();
462 self.mins_z = ReadCoord();
463 self.maxs_x = ReadCoord();
464 self.maxs_y = ReadCoord();
465 self.maxs_z = ReadCoord();
466 setsize(self, self.mins, self.maxs);
467 self.movedir_x = ReadCoord();
468 self.movedir_y = ReadCoord();
469 self.movedir_z = ReadCoord();
470 self.angles_x = ReadCoord();
471 self.angles_y = ReadCoord();
472 self.angles_z = ReadCoord();
474 self.solid = SOLID_TRIGGER;
475 //self.draw = trigger_push_draw;
476 self.drawmask = MASK_ENGINE;
477 self.move_time = time;
478 //self.touch = trigger_push_touch;
479 trigger_push_findtarget();
484 self.team = ReadByte();
485 self.active = ReadByte();
489 void ent_target_push()
491 self.classname = "push_target";
492 self.cnt = ReadByte();
493 self.targetname = strzone(ReadString());
494 self.origin_x = ReadCoord();
495 self.origin_y = ReadCoord();
496 self.origin_z = ReadCoord();
497 setorigin(self, self.origin);
499 self.drawmask = MASK_ENGINE;