1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3 .entity warpzone_teleport_zone;
5 void WarpZone_StoreProjectileData(entity e)
7 e.warpzone_oldorigin = e.origin;
8 e.warpzone_oldvelocity = e.velocity;
9 e.warpzone_oldangles = e.angles;
12 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
16 makevectors (to_angles);
19 setorigin (player, to);
20 player.oldorigin = to; // for DP's unsticking
21 player.angles = to_angles;
22 player.fixangle = TRUE;
23 player.velocity = to_velocity;
25 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
27 if(player.classname == "player")
28 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
30 WarpZone_PostTeleportPlayer_Callback(player);
33 float WarpZone_Teleported_Send(entity to, float sf)
35 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
36 WriteCoord(MSG_ENTITY, self.angles_x);
37 WriteCoord(MSG_ENTITY, self.angles_y);
38 WriteCoord(MSG_ENTITY, self.angles_z);
42 float WarpZone_Teleport(entity player)
44 vector o0, a0, v0, o1, a1, v1;
46 o0 = player.origin + player.view_ofs;
50 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
52 // no failure, we simply don't want to teleport yet; TODO in
53 // this situation we may want to create a temporary clone
54 // entity of the player to fix graphics glitch
56 o1 = WarpZone_TransformOrigin(self, o0);
57 v1 = WarpZone_TransformVelocity(self, v0);
58 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
59 a1 = WarpZone_TransformVAngles(self, player.v_angle);
61 a1 = WarpZone_TransformAngles(self, a0);
63 // put him inside solid
64 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
70 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
71 setorigin(player, o1);
72 if(WarpZoneLib_MoveOutOfSolid(player))
75 setsize(player, mi, ma);
76 setorigin(player, o0);
80 print("would have to put player in solid, won't do that\n");
81 setsize(player, mi, ma);
82 setorigin(player, o0 - player.view_ofs);
83 return 0; // cannot fix
87 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
89 print("inconsistent warp zones or evil roundoff error\n");
93 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
96 WarpZone_RefSys_Add(player, self);
97 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
98 WarpZone_StoreProjectileData(player);
99 player.warpzone_teleport_time = time;
100 player.warpzone_teleport_zone = self;
101 #ifndef WARPZONE_USE_FIXANGLE
102 // instead of fixangle, send the transform to the client for smoother operation
103 player.fixangle = FALSE;
106 setmodel(ts, "null");
107 ts.SendEntity = WarpZone_Teleported_Send;
108 ts.SendFlags = 0xFFFFFF;
109 ts.drawonlytoclient = player;
110 ts.think = SUB_Remove;
111 ts.nextthink = time + 1;
114 ts.effects = EF_NODEPTHTEST;
115 ts.classname = "warpzone_teleported";
116 ts.angles = self.warpzone_transform;
122 void WarpZone_Touch (void)
126 if(other.classname == "trigger_warpzone")
129 // FIXME needs a better check to know what is safe to teleport and what not
130 if(other.movetype == MOVETYPE_NONE)
133 if(WarpZoneLib_ExactTrigger_Touch())
137 if(WarpZone_Teleport(other))
142 save1 = self.target; self.target = string_null;
143 save2 = self.target3; self.target3 = string_null;
145 if not(self.target) self.target = save1;
146 if not(self.target3) self.target3 = save2;
150 save1 = self.target; self.target = string_null;
151 save2 = self.target2; self.target2 = string_null;
153 if not(self.target) self.target = save1;
154 if not(self.target2) self.target2 = save2;
159 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
163 float WarpZone_Send(entity to, float sendflags)
166 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
168 // we must send this flag for clientside to match properly too
170 if(self.warpzone_isboxy)
172 if(self.warpzone_fadestart)
174 if(self.origin != '0 0 0')
176 WriteByte(MSG_ENTITY, f);
178 // we need THESE to render the warpzone (and cull properly)...
181 WriteCoord(MSG_ENTITY, self.origin_x);
182 WriteCoord(MSG_ENTITY, self.origin_y);
183 WriteCoord(MSG_ENTITY, self.origin_z);
186 WriteShort(MSG_ENTITY, self.modelindex);
187 WriteCoord(MSG_ENTITY, self.mins_x);
188 WriteCoord(MSG_ENTITY, self.mins_y);
189 WriteCoord(MSG_ENTITY, self.mins_z);
190 WriteCoord(MSG_ENTITY, self.maxs_x);
191 WriteCoord(MSG_ENTITY, self.maxs_y);
192 WriteCoord(MSG_ENTITY, self.maxs_z);
193 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
195 // we need THESE to calculate the proper transform
196 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
197 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
198 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
199 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
200 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
201 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
202 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
203 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
204 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
205 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
206 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
207 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
211 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
212 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
218 float WarpZone_Camera_Send(entity to, float sendflags)
221 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
223 if(self.warpzone_fadestart)
225 if(self.origin != '0 0 0')
227 WriteByte(MSG_ENTITY, f);
229 // we need THESE to render the warpzone (and cull properly)...
232 WriteCoord(MSG_ENTITY, self.origin_x);
233 WriteCoord(MSG_ENTITY, self.origin_y);
234 WriteCoord(MSG_ENTITY, self.origin_z);
237 WriteShort(MSG_ENTITY, self.modelindex);
238 WriteCoord(MSG_ENTITY, self.mins_x);
239 WriteCoord(MSG_ENTITY, self.mins_y);
240 WriteCoord(MSG_ENTITY, self.mins_z);
241 WriteCoord(MSG_ENTITY, self.maxs_x);
242 WriteCoord(MSG_ENTITY, self.maxs_y);
243 WriteCoord(MSG_ENTITY, self.maxs_z);
244 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
246 // we need THESE to calculate the proper transform
247 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
248 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
249 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
250 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
251 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
252 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
256 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
257 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
263 float WarpZone_CheckProjectileImpact()
265 // if self hit a warpzone, abort
269 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
272 if(self.warpzone_teleport_time == time)
274 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
275 // print("2 warps 1 frame\n");
282 // this approach transports the projectile at its full speed, but does
283 // not properly retain the projectile trail (but we can't retain it
284 // easily anyway without delaying the projectile by two frames, so who
286 WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
287 setorigin(self, trace_endpos);
288 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
289 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
291 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
292 mpd = max(vlen(self.mins), vlen(self.maxs));
293 pd = WarpZone_TargetPlaneDist(wz, self.origin);
296 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
297 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
298 if(!WarpZoneLib_MoveOutOfSolid(self))
306 WarpZone_RefSys_Add(self, wz);
307 WarpZone_StoreProjectileData(self);
308 self.warpzone_teleport_time = time;
312 float WarpZone_Projectile_Touch()
315 if(other.classname == "trigger_warpzone")
317 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
319 if((f = WarpZone_CheckProjectileImpact()) != 0)
321 if(self.warpzone_teleport_time == time)
323 // sequence: hit warpzone, get teleported, hit wall
324 // print("2 hits 1 frame\n");
325 setorigin(self, self.warpzone_oldorigin);
326 self.velocity = self.warpzone_oldvelocity;
327 self.angles = self.warpzone_oldangles;
333 void WarpZone_InitStep_FindOriginTarget()
335 if(self.killtarget != "")
337 self.aiment = find(world, targetname, self.killtarget);
338 if(self.aiment == world)
340 error("Warp zone with nonexisting killtarget");
343 self.killtarget = string_null;
347 void WarpZonePosition_InitStep_FindTarget()
349 if(self.target == "")
351 error("Warp zone position with no target");
354 self.enemy = find(world, targetname, self.target);
355 if(self.enemy == world)
357 error("Warp zone position with nonexisting target");
360 if(self.enemy.aiment)
362 // already is positioned
363 error("Warp zone position targeting already oriented warpzone");
366 self.enemy.aiment = self;
369 void WarpZoneCamera_InitStep_FindTarget()
373 if(self.target == "")
375 error("Camera with no target");
379 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
380 if(random() * ++i < 1)
382 if(self.enemy == world)
384 error("Camera with nonexisting target");
387 warpzone_cameras_exist = 1;
388 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
389 self.SendFlags = 0xFFFFFF;
392 void WarpZone_InitStep_UpdateTransform()
394 vector org, ang, norm, point;
396 vector tri, a, b, c, p, q, n;
402 org = 0.5 * (self.mins + self.maxs);
404 norm = point = '0 0 0';
406 for(i_s = 0; ; ++i_s)
408 tex = getsurfacetexture(self, i_s);
410 break; // this is beyond the last one
411 if(tex == "textures/common/trigger" || tex == "trigger")
413 n_t = getsurfacenumtriangles(self, i_s);
414 for(i_t = 0; i_t < n_t; ++i_t)
416 tri = getsurfacetriangle(self, i_s, i_t);
417 a = getsurfacepoint(self, i_s, tri_x);
418 b = getsurfacepoint(self, i_s, tri_y);
419 c = getsurfacepoint(self, i_s, tri_z);
422 n = '1 0 0' * (q_y * p_z - q_z * p_y)
423 + '0 1 0' * (q_z * p_x - q_x * p_z)
424 + '0 0 1' * (q_x * p_y - q_y * p_x);
425 area = area + vlen(n);
427 point = point + vlen(n) * (a + b + c);
432 norm = norm * (1 / area);
433 point = point * (1 / (3 * area));
434 if(vlen(norm) < 0.99)
436 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
437 area = 0; // no autofixing in this case
439 norm = normalize(norm);
444 org = self.aiment.origin;
445 ang = self.aiment.angles;
448 org = org - ((org - point) * norm) * norm; // project to plane
450 if(norm * v_forward < 0)
452 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
455 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
457 if(norm * v_forward < 0.99)
458 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
459 if(vlen(org - self.aiment.origin) > 0.5)
460 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
466 ang = vectoangles(norm);
470 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
472 self.warpzone_origin = org;
473 self.warpzone_angles = ang;
476 void WarpZone_InitStep_ClearTarget()
479 self.enemy.enemy = world;
483 entity warpzone_first; .entity warpzone_next;
484 void WarpZone_InitStep_FindTarget()
492 // this way only one of the two ents needs to target
493 if(self.target != "")
495 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
498 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
500 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
501 if(random() * ++i < 1)
506 error("Warpzone with non-existing target");
514 void WarpZone_InitStep_FinalizeTransform()
516 if(!self.enemy || self.enemy.enemy != self)
518 error("Invalid warp zone detected. Killed.");
522 warpzone_warpzones_exist = 1;
523 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
524 self.touch = WarpZone_Touch;
525 self.SendFlags = 0xFFFFFF;
528 float warpzone_initialized;
529 entity warpzone_first;
530 entity warpzone_position_first;
531 entity warpzone_camera_first;
532 .entity warpzone_next;
533 void spawnfunc_misc_warpzone_position(void)
535 // "target", "angles", "origin"
536 self.warpzone_next = warpzone_position_first;
537 warpzone_position_first = self;
539 void spawnfunc_trigger_warpzone_position(void)
541 spawnfunc_misc_warpzone_position();
543 void spawnfunc_trigger_warpzone(void)
545 // warp zone entities must have:
546 // "killtarget" pointing to a target_position with a direction arrow
547 // that points AWAY from the warp zone, and that is inside
548 // the warp zone trigger
549 // "target" pointing to an identical warp zone at another place in
550 // the map, with another killtarget to designate its
554 self.scale = self.modelscale;
559 WarpZoneLib_ExactTrigger_Init();
563 setmodel(self, m); // no precision needed
565 setorigin(self, self.origin);
567 setsize(self, self.mins * self.scale, self.maxs * self.scale);
569 setsize(self, self.mins, self.maxs);
570 self.SendEntity = WarpZone_Send;
571 self.SendFlags = 0xFFFFFF;
572 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
573 self.warpzone_next = warpzone_first;
574 warpzone_first = self;
576 void spawnfunc_func_camera(void)
579 self.scale = self.modelscale;
584 precache_model(self.model);
585 setmodel(self, self.model); // no precision needed
587 setorigin(self, self.origin);
589 setsize(self, self.mins * self.scale, self.maxs * self.scale);
591 setsize(self, self.mins, self.maxs);
593 self.solid = SOLID_BSP;
594 else if(self.solid < 0)
595 self.solid = SOLID_NOT;
596 self.SendEntity = WarpZone_Camera_Send;
597 self.SendFlags = 0xFFFFFF;
598 self.warpzone_next = warpzone_camera_first;
599 warpzone_camera_first = self;
601 void WarpZones_Reconnect()
605 for(self = warpzone_first; self; self = self.warpzone_next)
606 WarpZone_InitStep_ClearTarget();
607 for(self = warpzone_first; self; self = self.warpzone_next)
608 WarpZone_InitStep_FindTarget();
609 for(self = warpzone_camera_first; self; self = self.warpzone_next)
610 WarpZoneCamera_InitStep_FindTarget();
611 for(self = warpzone_first; self; self = self.warpzone_next)
612 WarpZone_InitStep_FinalizeTransform();
616 void WarpZone_StartFrame()
619 if(warpzone_initialized == 0)
621 warpzone_initialized = 1;
623 for(self = warpzone_first; self; self = self.warpzone_next)
624 WarpZone_InitStep_FindOriginTarget();
625 for(self = warpzone_position_first; self; self = self.warpzone_next)
626 WarpZonePosition_InitStep_FindTarget();
627 for(self = warpzone_first; self; self = self.warpzone_next)
628 WarpZone_InitStep_UpdateTransform();
630 WarpZones_Reconnect();
633 if(warpzone_warpzones_exist)
635 entity oldself, oldother;
638 for(e = world; (e = nextent(e)); )
640 WarpZone_StoreProjectileData(e);
643 if(f == CLIENTTYPE_REAL)
645 if(e.solid != SOLID_NOT) // not spectating?
647 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
649 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
653 if(WarpZoneLib_ExactTrigger_Touch())
655 WarpZone_Teleport(e); // NOT triggering targets by this!
657 if(f == CLIENTTYPE_NOTACLIENT)
659 for(; (e = nextent(e)); )
660 WarpZone_StoreProjectileData(e);
669 .float warpzone_reconnecting;
670 float visible_to_some_client(entity ent)
673 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
674 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
675 if(checkpvs(e.origin + e.view_ofs, ent))
679 void trigger_warpzone_reconnect_use()
683 // NOTE: this matches for target, not targetname, but of course
684 // targetname must be set too on the other entities
685 for(self = warpzone_first; self; self = self.warpzone_next)
686 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
687 for(self = warpzone_camera_first; self; self = self.warpzone_next)
688 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
689 for(self = warpzone_first; self; self = self.warpzone_next)
690 if(self.warpzone_reconnecting)
691 WarpZone_InitStep_ClearTarget();
692 for(self = warpzone_first; self; self = self.warpzone_next)
693 if(self.warpzone_reconnecting)
694 WarpZone_InitStep_FindTarget();
695 for(self = warpzone_camera_first; self; self = self.warpzone_next)
696 if(self.warpzone_reconnecting)
697 WarpZoneCamera_InitStep_FindTarget();
698 for(self = warpzone_first; self; self = self.warpzone_next)
699 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
700 WarpZone_InitStep_FinalizeTransform();
704 void spawnfunc_trigger_warpzone_reconnect()
706 self.use = trigger_warpzone_reconnect_use;
709 void spawnfunc_target_warpzone_reconnect()
711 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
714 void WarpZone_PlayerPhysics_FixVAngle(void)
716 #ifndef WARPZONE_DONT_FIX_VANGLE
717 if(clienttype(self) == CLIENTTYPE_REAL)
718 if(self.v_angle_z <= 360) // if not already adjusted
719 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
721 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
722 self.v_angle_z += 720; // mark as adjusted