2 // TODO: split target_push and put it in the target folder
5 #include <common/physics/movetypes/movetypes.qh>
7 void trigger_push_use(entity this, entity actor, entity trigger)
11 this.team = actor.team;
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
21 trigger_push_calculatevelocity
24 org - origin of the object which is to be pushed
25 tgt - target entity (can be either a point or a model entity; if it is
26 the latter, its midpoint is used)
27 ht - jump height, measured from the higher one of org and tgt's midpoint
28 pushed_entity - object that is to be pushed
30 Returns: velocity for the jump
32 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
34 float grav, sdist, zdist, vs, vz, jumpheight;
37 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
39 grav = PHYS_GRAVITY(NULL);
40 if(pushed_entity && PHYS_ENTGRAVITY(pushed_entity))
41 grav *= PHYS_ENTGRAVITY(pushed_entity);
43 zdist = torg.z - org.z;
44 sdist = vlen(torg - org - zdist * '0 0 1');
45 sdir = normalize(torg - org - zdist * '0 0 1');
47 // how high do we need to push the player?
48 jumpheight = fabs(ht);
50 jumpheight = jumpheight + zdist;
55 You will not understand the following equations anyway...
56 But here is what I did to get them.
61 z(t) = t * vz - 1/2 grav t^2
67 max(z, ti) = jumpheight
69 From these three equations, you will find the three parameters vs, vz
73 // push him so high...
74 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
76 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
82 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
83 // ALWAYS solvable because jumpheight >= zdist
85 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)
87 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)
95 // almost straight line type
96 // jump apex is before the jump
97 // we must take the larger one
98 flighttime = solution.y;
103 // jump apex is during the jump
104 // we must take the larger one too
105 flighttime = solution.y;
113 // almost straight line type
114 // jump apex is after the jump
115 // we must take the smaller one
116 flighttime = solution.x;
121 // jump apex is during the jump
122 // we must take the larger one
123 flighttime = solution.y;
126 vs = sdist / flighttime;
128 // finally calculate the velocity
129 return sdir * vs + '0 0 1' * vz;
132 bool jumppad_push(entity this, entity targ)
134 if (!isPushable(targ))
139 targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height, targ);
141 else if(this.target && this.target != "")
144 RandomSelection_Init();
145 for(e = NULL; (e = find(e, targetname, this.target)); )
148 RandomSelection_AddEnt(e, e.cnt, 1);
150 RandomSelection_AddEnt(e, 1, 1);
152 targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height, targ);
156 targ.velocity = this.movedir;
159 UNSET_ONGROUND(targ);
162 if (targ.flags & FL_PROJECTILE)
164 targ.angles = vectoangles (targ.velocity);
165 switch(targ.move_movetype)
168 set_movetype(targ, MOVETYPE_TOSS);
171 case MOVETYPE_BOUNCEMISSILE:
172 set_movetype(targ, MOVETYPE_BOUNCE);
182 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
183 targ.oldvelocity = targ.velocity;
185 if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
187 // flash when activated
188 Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
189 _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
190 this.pushltime = time + 0.2;
192 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
195 for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
196 if(targ.(jumppadsused[i]) == this)
200 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
201 targ.jumppadcount = targ.jumppadcount + 1;
204 if(IS_REAL_CLIENT(targ))
207 centerprint(targ, this.message);
211 targ.lastteleporttime = time;
212 targ.lastteleport_origin = targ.origin;
216 animdecide_setaction(targ, ANIMACTION_JUMP, true);
219 targ.jumppadcount = true;
221 // reset tracking of who pushed you into a hazard (for kill credit)
226 if(this.enemy.target)
227 SUB_UseTargets(this.enemy, targ, this);
229 if (targ.flags & FL_PROJECTILE)
231 targ.angles = vectoangles (targ.velocity);
232 targ.com_phys_gravity_factor = 1;
233 switch(targ.move_movetype)
236 set_movetype(targ, MOVETYPE_TOSS);
239 case MOVETYPE_BOUNCEMISSILE:
240 set_movetype(targ, MOVETYPE_BOUNCE);
244 UpdateCSQCProjectile(targ);
251 void trigger_push_touch(entity this, entity toucher)
253 if (this.active == ACTIVE_NOT)
257 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
260 EXACTTRIGGER_TOUCH(this, toucher);
262 noref bool success = jumppad_push(this, toucher);
265 if (success && (this.spawnflags & PUSH_ONCE))
267 settouch(this, func_null);
268 setthink(this, SUB_Remove);
269 this.nextthink = time;
275 void trigger_push_link(entity this);
276 void trigger_push_updatelink(entity this);
277 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org)
279 setorigin(tracetest_ent, org);
280 tracetoss(tracetest_ent, tracetest_ent);
286 // since tracetoss starting from jumppad's origin often fails when target
287 // is very close to real destination, start it directly from target's
289 vector ofs = '0 0 0';
290 if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
293 tracetest_ent.velocity.z = 0;
294 setorigin(tracetest_ent, targ.origin + ofs);
295 tracetoss(tracetest_ent, tracetest_ent);
296 if (trace_startsolid && ofs.z)
298 setorigin(tracetest_ent, targ.origin + ofs / 2);
299 tracetoss(tracetest_ent, tracetest_ent);
300 if (trace_startsolid && ofs.z)
302 setorigin(tracetest_ent, targ.origin);
303 tracetoss(tracetest_ent, tracetest_ent);
304 if (trace_startsolid)
309 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
313 void trigger_push_findtarget(entity this)
315 // first calculate a typical start point for the jump
316 vector org = (this.absmin + this.absmax) * 0.5;
317 org.z = this.absmax.z - PL_MIN_CONST.z - 10;
323 vector vel = '0 0 0';
325 for(entity t = NULL; (t = find(t, targetname, this.target)); )
329 if(t.move_movetype != MOVETYPE_NONE)
333 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
334 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
335 e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
337 vector best_target = '0 0 0';
338 vector best_org = '0 0 0';
339 vector best_vel = '0 0 0';
340 bool valid_best_target = false;
341 if (trigger_push_testorigin(e, t, this, org))
343 best_target = trace_endpos;
345 best_vel = e.velocity;
346 valid_best_target = true;
350 vector dist = t.origin - org;
351 if (dist.x || dist.y) // if not perfectly vertical
353 // test trajectory with different starting points, sometimes the trajectory
354 // starting from the jumppad origin can't reach the real destination
355 // and destination waypoint ends up near the jumppad itself
356 vector flatdir = normalize(dist - eZ * dist.z);
357 vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
359 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
361 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
362 e.velocity = autocvar_sv_maxspeed * flatdir;
363 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
365 best_target = trace_endpos;
368 valid_best_target = true;
371 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
373 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
374 e.velocity = autocvar_sv_maxspeed * flatdir;
375 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
377 best_target = trace_endpos;
380 valid_best_target = true;
384 if (valid_best_target)
386 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
388 float velxy = vlen(vec2(best_vel));
389 float cost = vlen(vec2(t.origin - best_org)) / velxy;
390 if(velxy < autocvar_sv_maxspeed)
391 velxy = autocvar_sv_maxspeed;
392 cost += vlen(vec2(best_target - t.origin)) / velxy;
393 waypoint_spawnforteleporter(this, best_target, cost, e);
404 objerror (this, "Jumppad with nonexistant target");
410 // exactly one dest - bots love that
411 this.enemy = find(NULL, targetname, this.target);
415 // have to use random selection every single time
423 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
424 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
426 e.velocity = this.movedir;
428 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
429 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
433 defer(this, 0.1, trigger_push_updatelink);
438 float trigger_push_send(entity this, entity to, float sf)
440 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
442 WriteByte(MSG_ENTITY, this.team);
443 WriteInt24_t(MSG_ENTITY, this.spawnflags);
444 WriteByte(MSG_ENTITY, this.active);
445 WriteCoord(MSG_ENTITY, this.height);
447 WriteCoord(MSG_ENTITY, this.movedir_x);
448 WriteCoord(MSG_ENTITY, this.movedir_y);
449 WriteCoord(MSG_ENTITY, this.movedir_z);
451 trigger_common_write(this, true);
456 void trigger_push_updatelink(entity this)
461 void trigger_push_link(entity this)
463 trigger_link(this, trigger_push_send);
469 * target: target of jump
470 * height: the absolute value is the height of the highest point of the jump
471 * trajectory above the higher one of the player and the target.
472 * the sign indicates whether the highest point is INSIDE (positive)
473 * or OUTSIDE (negative) of the jump trajectory. General rule: use
474 * positive values for targets mounted on the floor, and use negative
475 * values to target a point on the ceiling.
476 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
478 spawnfunc(trigger_push)
484 this.active = ACTIVE_ACTIVE;
485 this.use = trigger_push_use;
486 settouch(this, trigger_push_touch);
491 this.movedir = this.movedir * this.speed * 10;
494 this.noise = "misc/jumppad.wav";
495 precache_sound (this.noise);
497 trigger_push_link(this); // link it now
499 // this must be called to spawn the teleport waypoints for bots
500 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
504 bool target_push_send(entity this, entity to, float sf)
506 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
508 WriteByte(MSG_ENTITY, this.cnt);
509 WriteString(MSG_ENTITY, this.targetname);
510 WriteCoord(MSG_ENTITY, this.origin_x);
511 WriteCoord(MSG_ENTITY, this.origin_y);
512 WriteCoord(MSG_ENTITY, this.origin_z);
514 WriteAngle(MSG_ENTITY, this.angles_x);
515 WriteAngle(MSG_ENTITY, this.angles_y);
516 WriteAngle(MSG_ENTITY, this.angles_z);
521 void target_push_use(entity this, entity actor, entity trigger)
523 if(trigger.classname == "trigger_push" || trigger == this)
524 return; // WTF, why is this a thing
526 jumppad_push(this, actor);
529 void target_push_link(entity this)
531 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
532 Net_LinkEntity(this, false, 0, target_push_send);
533 //this.SendFlags |= 1; // update
536 void target_push_init(entity this)
538 this.mangle = this.angles;
539 setorigin(this, this.origin);
540 target_push_link(this);
543 void target_push_init2(entity this)
545 if(this.target && this.target != "") // we have an old style pusher!
547 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
548 this.use = target_push_use;
551 target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
554 spawnfunc(target_push) { target_push_init2(this); }
555 spawnfunc(info_notnull) { target_push_init(this); }
556 spawnfunc(target_position) { target_push_init(this); }
560 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
562 this.classname = "jumppad";
563 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
564 this.spawnflags = ReadInt24_t();
565 this.active = ReadByte();
566 this.height = ReadCoord();
568 this.movedir_x = ReadCoord();
569 this.movedir_y = ReadCoord();
570 this.movedir_z = ReadCoord();
572 trigger_common_read(this, true);
574 this.entremove = trigger_remove_generic;
575 this.solid = SOLID_TRIGGER;
576 settouch(this, trigger_push_touch);
577 this.move_time = time;
578 defer(this, 0.25, trigger_push_findtarget);
583 void target_push_remove(entity this)
586 //strunzone(this.classname);
587 //this.classname = string_null;
590 strunzone(this.targetname);
591 this.targetname = string_null;
594 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
596 this.classname = "push_target";
597 this.cnt = ReadByte();
598 this.targetname = strzone(ReadString());
599 this.origin_x = ReadCoord();
600 this.origin_y = ReadCoord();
601 this.origin_z = ReadCoord();
603 this.angles_x = ReadAngle();
604 this.angles_y = ReadAngle();
605 this.angles_z = ReadAngle();
609 setorigin(this, this.origin);
611 this.drawmask = MASK_NORMAL;
612 this.entremove = target_push_remove;