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1 float PUSH_ONCE                 = 1;
2 float PUSH_SILENT               = 2;
3
4 .float pushltime;
5 .float height;
6
7 void() SUB_UseTargets;
8
9 float trigger_push_calculatevelocity_flighttime;
10
11 void trigger_push_use()
12 {
13         if(teamplay)
14                 self.team = activator.team;
15 }
16
17 /*
18         trigger_push_calculatevelocity
19
20         Arguments:
21           org - origin of the object which is to be pushed
22           tgt - target entity (can be either a point or a model entity; if it is
23                 the latter, its midpoint is used)
24           ht  - jump height, measured from the higher one of org and tgt's midpoint
25
26         Returns: velocity for the jump
27         the global trigger_push_calculatevelocity_flighttime is set to the total
28         jump time
29  */
30
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
32 {
33         local float grav, sdist, zdist, vs, vz, jumpheight;
34         local vector sdir, torg;
35
36         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
37
38         grav = autocvar_sv_gravity;
39
40         zdist = torg_z - org_z;
41         sdist = vlen(torg - org - zdist * '0 0 1');
42         sdir = normalize(torg - org - zdist * '0 0 1');
43
44         // how high do we need to push the player?
45         jumpheight = fabs(ht);
46         if(zdist > 0)
47                 jumpheight = jumpheight + zdist;
48
49         /*
50                 STOP.
51
52                 You will not understand the following equations anyway...
53                 But here is what I did to get them.
54
55                 I used the functions
56
57                   s(t) = t * vs
58                   z(t) = t * vz - 1/2 grav t^2
59
60                 and solved for:
61
62                   s(ti) = sdist
63                   z(ti) = zdist
64                   max(z, ti) = jumpheight
65
66                 From these three equations, you will find the three parameters vs, vz
67                 and ti.
68          */
69
70         // push him so high...
71         vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
72
73         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
74         if(ht < 0)
75                 if(zdist < 0)
76                         vz = -vz;
77
78         vector solution;
79         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
80         // ALWAYS solvable because jumpheight >= zdist
81         if(!solution_z)
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)
83         if(zdist == 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)
85
86         if(zdist < 0)
87         {
88                 // down-jump
89                 if(ht < 0)
90                 {
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;
95                 }
96                 else
97                 {
98                         // regular jump
99                         // jump apex is during the jump
100                         // we must take the larger one too
101                         trigger_push_calculatevelocity_flighttime = solution_y;
102                 }
103         }
104         else
105         {
106                 // up-jump
107                 if(ht < 0)
108                 {
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;
113                 }
114                 else
115                 {
116                         // regular jump
117                         // jump apex is during the jump
118                         // we must take the larger one
119                         trigger_push_calculatevelocity_flighttime = solution_y;
120                 }
121         }
122         vs = sdist / trigger_push_calculatevelocity_flighttime;
123
124         // finally calculate the velocity
125         return sdir * vs + '0 0 1' * vz;
126 }
127
128 void trigger_push_touch()
129 {
130         vector move;
131
132         if (self.active == ACTIVE_NOT)
133                 return;
134
135         if (!isPushable(other))
136                 return;
137
138         if(self.team)
139                 if((self.spawnflags & 4 == 0) == (self.team != other.team))
140                         return;
141
142         EXACTTRIGGER_TOUCH;
143
144         if(self.enemy)
145         {
146                 other.velocity = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
147         }
148         else if(self.target)
149         {
150                 entity e;
151                 RandomSelection_Init();
152                 for(e = world; (e = find(e, targetname, self.target)); )
153                 {
154                         if(e.cnt)
155                                 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
156                         else
157                                 RandomSelection_Add(e, 0, string_null, 1, 1);
158                 }
159                 other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, self.height);
160         }
161         else
162         {
163                 other.velocity = self.movedir;
164         }
165
166         other.flags &~= FL_ONGROUND;
167
168         if (other.classname == "player")
169         {
170                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
171                 other.oldvelocity = other.velocity;
172
173                 if(self.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
174                 {
175                         // flash when activated
176                         pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
177                         sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTN_NORM);
178                         self.pushltime = time + 0.2;
179                 }
180                 local float ct;
181                 ct = clienttype(other);
182                 if( ct == CLIENTTYPE_REAL || ct == CLIENTTYPE_BOT)
183                 {
184                         local float i;
185                         local float found;
186                         found = FALSE;
187                         for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
188                                 if(other.(jumppadsused[i]) == self)
189                                         found = TRUE;
190                         if(!found)
191                         {
192                                 other.(jumppadsused[mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self;
193                                 other.jumppadcount = other.jumppadcount + 1;
194                         }
195
196                         if(ct == CLIENTTYPE_REAL)
197                         {
198                                 if(self.message)
199                                         centerprint(other, self.message);
200                         }
201                         else
202                                 other.lastteleporttime = time;
203
204                         if (!other.animstate_override)
205                         {
206                                 if (other.crouch)
207                                         setanim(other, other.anim_duckjump, FALSE, TRUE, TRUE);
208                                 else
209                                         setanim(other, other.anim_jump, FALSE, TRUE, TRUE);
210                         }
211                 }
212                 else
213                         other.jumppadcount = TRUE;
214
215                 // reset tracking of who pushed you into a hazard (for kill credit)
216                 other.pushltime = 0;
217         }
218
219         if(self.enemy.target)
220         {
221                 entity oldself;
222                 oldself = self;
223                 activator = other;
224                 self = self.enemy;
225                 SUB_UseTargets();
226                 self = oldself;
227         }
228
229         if (other.flags & FL_PROJECTILE)
230         {
231                 other.angles = vectoangles (other.velocity);
232                 switch(other.movetype)
233                 {
234                         case MOVETYPE_FLY:
235                                 other.movetype = MOVETYPE_TOSS;
236                                 other.gravity = 1;
237                                 break;
238                         case MOVETYPE_BOUNCEMISSILE:
239                                 other.movetype = MOVETYPE_BOUNCE;
240                                 other.gravity = 1;
241                                 break;
242                 }
243                 UpdateCSQCProjectile(other);
244         }
245
246         if (self.spawnflags & PUSH_ONCE)
247         {
248                 self.touch = SUB_Null;
249                 self.think = SUB_Remove;
250                 self.nextthink = time;
251         }
252 };
253
254 .vector dest;
255 void trigger_push_findtarget()
256 {
257         local entity e, t;
258         local vector org;
259         local float flighttime;
260
261         // first calculate a typical start point for the jump
262         org = (self.absmin + self.absmax) * 0.5;
263         org_z = self.absmax_z - PL_MIN_z;
264
265         if (self.target)
266         {
267                 float n;
268                 n = 0;
269                 for(t = world; (t = find(t, targetname, self.target)); )
270                 {
271                         ++n;
272                         e = spawn();
273                         setorigin(e, org);
274                         setsize(e, PL_MIN, PL_MAX);
275                         e.velocity = trigger_push_calculatevelocity(org, t, self.height);
276                         tracetoss(e, e);
277                         if(e.movetype == MOVETYPE_NONE)
278                                 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
279                         remove(e);
280                 }
281
282                 if(n == 0)
283                 {
284                         // no dest!
285                         objerror ("Jumppad with nonexistant target");
286                         return;
287                 }
288                 else if(n == 1)
289                 {
290                         // exactly one dest - bots love that
291                         self.enemy = find(e, targetname, self.target);
292                 }
293                 else
294                 {
295                         // have to use random selection every single time
296                         self.enemy = world;
297                 }
298         }
299         else
300         {
301                 e = spawn();
302                 setorigin(e, org);
303                 setsize(e, PL_MIN, PL_MAX);
304                 e.velocity = self.movedir;
305                 tracetoss(e, e);
306                 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
307                 remove(e);
308         }
309 };
310
311 /*
312  * ENTITY PARAMETERS:
313  *
314  *   target:  target of jump
315  *   height:  the absolute value is the height of the highest point of the jump
316  *            trajectory above the higher one of the player and the target.
317  *            the sign indicates whether the highest point is INSIDE (positive)
318  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
319  *            positive values for targets mounted on the floor, and use negative
320  *            values to target a point on the ceiling.
321  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
322  */
323 void spawnfunc_trigger_push()
324 {
325         SetMovedir ();
326
327         EXACTTRIGGER_INIT;
328
329         self.active = ACTIVE_ACTIVE;
330         self.use = trigger_push_use;
331         self.touch = trigger_push_touch;
332
333         // normal push setup
334         if (!self.speed)
335                 self.speed = 1000;
336         self.movedir = self.movedir * self.speed * 10;
337
338         if not(self.noise)
339                 self.noise = "misc/jumppad.wav";
340         precache_sound (self.noise);
341
342         // this must be called to spawn the teleport waypoints for bots
343         InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
344 };
345
346 void spawnfunc_target_push() {};
347 void spawnfunc_info_notnull() {};
348 void spawnfunc_target_position() {};