1 float trace_dphitcontents;
4 void WarpZone_Accumulator_Clear(entity acc)
6 acc.warpzone_transform = '0 0 0';
7 acc.warpzone_shift = '0 0 0';
9 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
12 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
13 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
14 acc.warpzone_transform = tr;
15 acc.warpzone_shift = st;
17 void WarpZone_Accumulator_Add(entity acc, entity wz)
20 t = AnglesTransform_Multiply(wz.warpzone_transform, acc.warpzone_transform);
21 st = AnglesTransform_Multiply_GetPostShift(wz.warpzone_transform, wz.warpzone_shift, acc.warpzone_transform, acc.warpzone_shift);
22 acc.warpzone_transform = t;
23 acc.warpzone_shift = st;
26 .vector(vector, vector) camera_transform;
27 var float autocvar_cl_warpzone_usetrace = 1;
28 vector WarpZone_camera_transform(vector org, vector ang)
34 org = WarpZone_TransformOrigin(self, org);
35 vf = WarpZone_TransformVelocity(self, vf);
36 vr = WarpZone_TransformVelocity(self, vr);
37 vu = WarpZone_TransformVelocity(self, vu);
38 if(autocvar_cl_warpzone_usetrace)
39 traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
41 trace_endpos = self.warpzone_targetorigin;
48 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
50 e.warpzone_transform = AnglesTransform_Divide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
51 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
52 e.warpzone_origin = my_org;
53 e.warpzone_targetorigin = other_org;
54 e.warpzone_angles = my_ang;
55 e.warpzone_targetangles = other_ang;
56 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
57 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
58 e.camera_transform = WarpZone_camera_transform;
61 vector WarpZone_Camera_camera_transform(vector org, vector ang)
63 // a fixed camera view
64 trace_endpos = self.warpzone_origin;
65 makevectors(self.warpzone_angles);
66 return self.warpzone_origin;
69 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
71 e.warpzone_origin = my_org;
72 e.warpzone_angles = my_ang;
73 e.camera_transform = WarpZone_Camera_camera_transform;
78 vector WarpZoneLib_BoxTouchesBrush_mins;
79 vector WarpZoneLib_BoxTouchesBrush_maxs;
80 entity WarpZoneLib_BoxTouchesBrush_ent;
81 entity WarpZoneLib_BoxTouchesBrush_ignore;
82 float WarpZoneLib_BoxTouchesBrush_Recurse()
88 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
90 if (trace_networkentity)
92 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
93 // we cannot continue, as a player blocks us...
100 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
105 se.solid = SOLID_NOT;
106 f = WarpZoneLib_BoxTouchesBrush_Recurse();
112 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
116 if(!e.modelindex || e.warpzone_isboxy)
121 WarpZoneLib_BoxTouchesBrush_mins = mi;
122 WarpZoneLib_BoxTouchesBrush_maxs = ma;
123 WarpZoneLib_BoxTouchesBrush_ent = e;
124 WarpZoneLib_BoxTouchesBrush_ignore = ig;
125 f = WarpZoneLib_BoxTouchesBrush_Recurse();
131 entity WarpZone_Find(vector mi, vector ma)
133 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
135 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
136 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
141 void WarpZone_MakeAllSolid()
144 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
148 void WarpZone_MakeAllOther()
151 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
152 e.solid = SOLID_TRIGGER;
155 void WarpZone_Trace_InitTransform()
157 if(!WarpZone_trace_transform)
159 WarpZone_trace_transform = spawn();
160 WarpZone_trace_transform.classname = "warpzone_trace_transform";
162 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
164 void WarpZone_Trace_AddTransform(entity wz)
166 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
169 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
171 float nomonsters_adjusted;
178 WarpZone_Trace_InitTransform();
179 if(!warpzone_warpzones_exist)
181 if(nomonsters == MOVE_NOTHING)
186 cb(org, trace_endpos, end);
191 tracebox(org, mi, ma, end, nomonsters, forent);
193 cb(org, trace_endpos, end);
208 nomonsters_adjusted = MOVE_NOMONSTERS;
211 nomonsters_adjusted = nomonsters;
214 if((contentshack = (forent.dphitcontentsmask && !(forent.dphitcontentsmask & DPCONTENTS_SOLID))))
215 forent.dphitcontentsmask |= DPCONTENTS_SOLID;
217 // if starting in warpzone, first transform
218 wz = WarpZone_Find(org + mi, org + ma);
221 if(zone && wz != zone)
223 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
229 WarpZone_Trace_AddTransform(wz);
230 org = WarpZone_TransformOrigin(wz, trace_endpos);
231 end = WarpZone_TransformOrigin(wz, end);
233 WarpZone_MakeAllSolid();
241 dprint("Too many warpzones in sequence, aborting trace.\n");
245 tracebox(org, mi, ma, end, nomonsters_adjusted, forent);
247 cb(org, trace_endpos, end);
249 sol = trace_startsolid;
251 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
252 if(trace_fraction >= 1)
254 if(trace_ent.classname != "trigger_warpzone")
256 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & forent.dphitcontentsmask) == DPCONTENTS_SOLID))
258 // continue the trace, ignoring this hit (we only care for warpzones)
259 org = trace_endpos + normalize(end - org);
261 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
262 // otherwise, players could block entrances that way
268 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
273 if(zone && wz != zone)
275 WarpZone_Trace_AddTransform(wz);
276 // we hit a warpzone... so, let's perform the trace after the warp again
277 org = WarpZone_TransformOrigin(wz, trace_endpos);
278 end = WarpZone_TransformOrigin(wz, end);
280 WarpZone_MakeAllOther();
283 forent.dphitcontentsmask &~= DPCONTENTS_SOLID;
284 trace_startsolid = sol;
290 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
292 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
295 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
297 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
300 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
303 vector vf, vr, vu, v0, o0;
306 WarpZone_Trace_InitTransform();
307 WarpZone_tracetoss_time = 0;
308 if(!warpzone_warpzones_exist)
310 tracetoss(e, forent);
312 cb(e.origin, trace_endpos, trace_endpos);
313 dt = vlen(e.origin - o0) / vlen(e.velocity);
314 WarpZone_tracetoss_time += dt;
324 // if starting in warpzone, first transform
325 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
328 if(zone && wz != zone)
330 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
332 WarpZone_tracetoss_time = 0;
336 WarpZone_Trace_AddTransform(wz);
337 setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
338 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
340 WarpZone_MakeAllSolid();
341 g = cvar("sv_gravity") * e.gravity;
347 dprint("Too many warpzones in sequence, aborting trace.\n");
351 tracetoss(e, forent);
353 cb(e.origin, trace_endpos, trace_endpos);
354 e.origin = trace_endpos;
355 dt = vlen(e.origin - o0) / vlen(e.velocity);
356 WarpZone_tracetoss_time += dt;
357 e.velocity_z -= WarpZone_tracetoss_time * g;
358 if(trace_fraction >= 1)
360 if(trace_ent.classname != "trigger_warpzone")
364 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
369 if(zone && wz != zone)
371 WarpZone_Trace_AddTransform(wz);
372 // we hit a warpzone... so, let's perform the trace after the warp again
373 e.origin = WarpZone_TransformOrigin(wz, e.origin);
374 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
376 WarpZone_MakeAllOther();
378 WarpZone_tracetoss_velocity = e.velocity;
382 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
387 void WarpZone_TraceToss(entity e, entity forent)
389 WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
392 entity WarpZone_TrailParticles_trace_callback_own;
393 float WarpZone_TrailParticles_trace_callback_eff;
394 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
396 trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
399 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
401 WarpZone_TrailParticles_trace_callback_own = own;
402 WarpZone_TrailParticles_trace_callback_eff = eff;
403 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
406 float WarpZone_PlaneDist(entity wz, vector v)
408 return (v - wz.warpzone_origin) * wz.warpzone_forward;
411 float WarpZone_TargetPlaneDist(entity wz, vector v)
413 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
416 vector WarpZone_TransformOrigin(entity wz, vector v)
418 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
421 vector WarpZone_TransformVelocity(entity wz, vector v)
423 return AnglesTransform_Apply(wz.warpzone_transform, v);
426 vector WarpZone_TransformAngles(entity wz, vector v)
428 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
431 vector WarpZone_TransformVAngles(entity wz, vector ang)
439 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
442 ang = AnglesTransform_Normalize(ang, TRUE);
443 ang = AnglesTransform_CancelRoll(ang);
446 ang = AnglesTransform_Normalize(ang, FALSE);
452 vector WarpZone_UnTransformOrigin(entity wz, vector v)
454 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
457 vector WarpZone_UnTransformVelocity(entity wz, vector v)
459 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
462 vector WarpZone_UnTransformAngles(entity wz, vector v)
464 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
467 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
474 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
475 ang = AnglesTransform_Normalize(ang, TRUE);
476 ang = AnglesTransform_CancelRoll(ang);
482 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
485 nearest_x = bound(mi_x, org_x, ma_x);
486 nearest_y = bound(mi_y, org_y, ma_y);
487 nearest_z = bound(mi_z, org_z, ma_z);
491 .float WarpZone_findradius_hit;
492 .entity WarpZone_findradius_next;
493 void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
494 // blast origin of current search original blast origin how to untransform (victim to blast system)
498 vector shift_new, transform_new;
504 e0 = findradius(org, rad);
507 for(e = e0; e; e = e.chain)
509 p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
512 traceline(org, p, MOVE_NOMONSTERS, e);
513 if(trace_fraction < 1)
516 if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
518 e.WarpZone_findradius_nearest = p;
519 e.WarpZone_findradius_dist = org0 - p;
520 e.WarpZone_findradius_findorigin = org;
521 e.WarpZone_findradius_findradius = rad;
522 if(e.classname == "warpzone_refsys")
524 // ignore, especially: do not overwrite the refsys parameters
526 else if(e.classname == "trigger_warpzone")
528 e.WarpZone_findradius_next = wz;
530 e.WarpZone_findradius_hit = 1;
531 e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
532 e.enemy.WarpZone_findradius_hit = 1;
536 e.warpzone_transform = transform;
537 e.warpzone_shift = shift;
538 e.WarpZone_findradius_hit = 1;
542 for(e = wz; e; e = e.WarpZone_findradius_next)
544 org0_new = WarpZone_TransformOrigin(e, org);
545 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
546 org_new = trace_endpos;
548 transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
549 shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
550 WarpZone_FindRadius_Recurse(
552 bound(0, rad - vlen(org_new - org0_new), rad - 8),
554 transform_new, shift_new,
556 e.WarpZone_findradius_hit = 0;
557 e.enemy.WarpZone_findradius_hit = 0;
560 entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
563 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
564 e0 = findchainfloat(WarpZone_findradius_hit, 1);
565 for(e = e0; e; e = e.chain)
566 e.WarpZone_findradius_hit = 0;
570 .entity WarpZone_refsys;
571 void WarpZone_RefSys_GC()
573 // garbage collect unused reference systems
574 self.nextthink = time + 1;
575 if(self.owner.WarpZone_refsys != self)
578 void WarpZone_RefSys_Add(entity me, entity wz)
580 if(me.WarpZone_refsys.owner != me)
582 me.WarpZone_refsys = spawn();
583 me.WarpZone_refsys.classname = "warpzone_refsys";
584 me.WarpZone_refsys.owner = me;
585 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
586 me.WarpZone_refsys.nextthink = time + 1;
587 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
590 WarpZone_Accumulator_Add(me.WarpZone_refsys, wz);
592 .vector WarpZone_refsys_incremental_shift;
593 .vector WarpZone_refsys_incremental_transform;
594 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
597 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
598 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
600 if(me.WarpZone_refsys.owner != me)
602 me.WarpZone_refsys = spawn();
603 me.WarpZone_refsys.classname = "warpzone_refsys";
604 me.WarpZone_refsys.owner = me;
605 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
606 me.WarpZone_refsys.nextthink = time + 1;
607 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
609 t = AnglesTransform_Invert(me.WarpZone_refsys_incremental_transform);
610 s = AnglesTransform_PrePostShift_GetPostShift(me.WarpZone_refsys_incremental_shift, t, '0 0 0');
611 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
612 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref);
613 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
614 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
616 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
618 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
619 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
621 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
623 if(from.WarpZone_refsys)
624 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
625 if(to.WarpZone_refsys)
626 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
629 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
631 if(from.WarpZone_refsys)
632 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
633 if(to.WarpZone_refsys)
634 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
637 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
639 if(from.WarpZone_refsys)
640 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
641 if(to.WarpZone_refsys)
642 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
645 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
647 if(from.WarpZone_refsys)
648 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
649 if(to.WarpZone_refsys)
650 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
653 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
657 if(me.WarpZone_refsys)
659 e.WarpZone_refsys = spawn();
660 e.WarpZone_refsys.classname = "warpzone_refsys";
661 e.WarpZone_refsys.owner = e;
662 e.WarpZone_refsys.think = WarpZone_RefSys_GC;
663 e.WarpZone_refsys.nextthink = time + 1;
664 e.WarpZone_refsys.warpzone_shift = me.WarpZone_refsys.warpzone_shift;
665 e.WarpZone_refsys.warpzone_transform = me.WarpZone_refsys.warpzone_transform;