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Bot AI: fix ambiguous jumppad touch detection
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / trigger / jumppads.qc
1 #include "jumppads.qh"
2 // TODO: split target_push and put it in the target folder
3 #ifdef SVQC
4 #include "jumppads.qh"
5 #include <common/physics/movetypes/movetypes.qh>
6
7 void trigger_push_use(entity this, entity actor, entity trigger)
8 {
9         if(teamplay)
10         {
11                 this.team = actor.team;
12                 this.SendFlags |= 2;
13         }
14 }
15 #endif
16
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
19
20 /*
21         trigger_push_calculatevelocity
22
23         Arguments:
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
29
30         Returns: velocity for the jump
31  */
32 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
33 {
34         float grav, sdist, zdist, vs, vz, jumpheight;
35         vector sdir, torg;
36
37         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
38
39         grav = PHYS_GRAVITY(NULL);
40         if(pushed_entity && PHYS_ENTGRAVITY(pushed_entity))
41                 grav *= PHYS_ENTGRAVITY(pushed_entity);
42
43         zdist = torg.z - org.z;
44         sdist = vlen(torg - org - zdist * '0 0 1');
45         sdir = normalize(torg - org - zdist * '0 0 1');
46
47         // how high do we need to push the player?
48         jumpheight = fabs(ht);
49         if(zdist > 0)
50                 jumpheight = jumpheight + zdist;
51
52         /*
53                 STOP.
54
55                 You will not understand the following equations anyway...
56                 But here is what I did to get them.
57
58                 I used the functions
59
60                   s(t) = t * vs
61                   z(t) = t * vz - 1/2 grav t^2
62
63                 and solved for:
64
65                   s(ti) = sdist
66                   z(ti) = zdist
67                   max(z, ti) = jumpheight
68
69                 From these three equations, you will find the three parameters vs, vz
70                 and ti.
71          */
72
73         // push him so high...
74         vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
75
76         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
77         if(ht < 0)
78                 if(zdist < 0)
79                         vz = -vz;
80
81         vector solution;
82         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
83         // ALWAYS solvable because jumpheight >= zdist
84         if(!solution.z)
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)
86         if(zdist == 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)
88
89         float flighttime;
90         if(zdist < 0)
91         {
92                 // down-jump
93                 if(ht < 0)
94                 {
95                         // almost straight line type
96                         // jump apex is before the jump
97                         // we must take the larger one
98                         flighttime = solution.y;
99                 }
100                 else
101                 {
102                         // regular jump
103                         // jump apex is during the jump
104                         // we must take the larger one too
105                         flighttime = solution.y;
106                 }
107         }
108         else
109         {
110                 // up-jump
111                 if(ht < 0)
112                 {
113                         // almost straight line type
114                         // jump apex is after the jump
115                         // we must take the smaller one
116                         flighttime = solution.x;
117                 }
118                 else
119                 {
120                         // regular jump
121                         // jump apex is during the jump
122                         // we must take the larger one
123                         flighttime = solution.y;
124                 }
125         }
126         vs = sdist / flighttime;
127
128         // finally calculate the velocity
129         return sdir * vs + '0 0 1' * vz;
130 }
131
132 bool jumppad_push(entity this, entity targ)
133 {
134         if (!isPushable(targ))
135                 return false;
136
137         if(this.enemy)
138         {
139                 targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height, targ);
140         }
141         else if(this.target && this.target != "")
142         {
143                 entity e;
144                 RandomSelection_Init();
145                 for(e = NULL; (e = find(e, targetname, this.target)); )
146                 {
147                         if(e.cnt)
148                                 RandomSelection_AddEnt(e, e.cnt, 1);
149                         else
150                                 RandomSelection_AddEnt(e, 1, 1);
151                 }
152                 targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height, targ);
153         }
154         else
155         {
156                 targ.velocity = this.movedir;
157         }
158
159         UNSET_ONGROUND(targ);
160
161 #ifdef CSQC
162         if (targ.flags & FL_PROJECTILE)
163         {
164                 targ.angles = vectoangles (targ.velocity);
165                 switch(targ.move_movetype)
166                 {
167                         case MOVETYPE_FLY:
168                                 set_movetype(targ, MOVETYPE_TOSS);
169                                 targ.gravity = 1;
170                                 break;
171                         case MOVETYPE_BOUNCEMISSILE:
172                                 set_movetype(targ, MOVETYPE_BOUNCE);
173                                 targ.gravity = 1;
174                                 break;
175                 }
176         }
177 #endif
178
179 #ifdef SVQC
180         if (IS_PLAYER(targ))
181         {
182                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
183                 targ.oldvelocity = targ.velocity;
184
185                 if(this.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
186                 {
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;
191                 }
192                 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
193                 {
194                         bool found = false;
195                         for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
196                                 if(targ.(jumppadsused[i]) == this)
197                                         found = true;
198                         if(!found)
199                         {
200                                 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
201                                 targ.jumppadcount = targ.jumppadcount + 1;
202                         }
203
204                         if(IS_REAL_CLIENT(targ))
205                         {
206                                 if(this.message)
207                                         centerprint(targ, this.message);
208                         }
209                         else
210                         {
211                                 targ.lastteleporttime = time;
212                                 targ.lastteleport_origin = targ.origin;
213                         }
214
215                         if (!IS_DEAD(targ))
216                                 animdecide_setaction(targ, ANIMACTION_JUMP, true);
217                 }
218                 else
219                         targ.jumppadcount = true;
220
221                 // reset tracking of who pushed you into a hazard (for kill credit)
222                 targ.pushltime = 0;
223                 targ.istypefrag = 0;
224         }
225
226         if(this.enemy.target)
227                 SUB_UseTargets(this.enemy, targ, this);
228
229         if (targ.flags & FL_PROJECTILE)
230         {
231                 targ.angles = vectoangles (targ.velocity);
232                 targ.com_phys_gravity_factor = 1;
233                 switch(targ.move_movetype)
234                 {
235                         case MOVETYPE_FLY:
236                                 set_movetype(targ, MOVETYPE_TOSS);
237                                 targ.gravity = 1;
238                                 break;
239                         case MOVETYPE_BOUNCEMISSILE:
240                                 set_movetype(targ, MOVETYPE_BOUNCE);
241                                 targ.gravity = 1;
242                                 break;
243                 }
244                 UpdateCSQCProjectile(targ);
245         }
246 #endif
247
248         return true;
249 }
250
251 void trigger_push_touch(entity this, entity toucher)
252 {
253         if (this.active == ACTIVE_NOT)
254                 return;
255
256         if(this.team)
257                 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
258                         return;
259
260         EXACTTRIGGER_TOUCH(this, toucher);
261
262         noref bool success = jumppad_push(this, toucher);
263
264 #ifdef SVQC
265         if (success && (this.spawnflags & PUSH_ONCE))
266         {
267                 settouch(this, func_null);
268                 setthink(this, SUB_Remove);
269                 this.nextthink = time;
270         }
271 #endif
272 }
273
274 #ifdef SVQC
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)
278 {
279         setorigin(tracetest_ent, org);
280         tracetoss(tracetest_ent, tracetest_ent);
281         if(trace_startsolid)
282                 return false;
283
284         if (!jp.height)
285         {
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
288                 // origin instead
289                 vector ofs = '0 0 0';
290                 if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
291                         ofs = stepheightvec;
292
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)
297                 {
298                         setorigin(tracetest_ent, targ.origin + ofs / 2);
299                         tracetoss(tracetest_ent, tracetest_ent);
300                         if (trace_startsolid && ofs.z)
301                         {
302                                 setorigin(tracetest_ent, targ.origin);
303                                 tracetoss(tracetest_ent, tracetest_ent);
304                                 if (trace_startsolid)
305                                         return false;
306                         }
307                 }
308         }
309         tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
310         return true;
311 }
312 #endif
313 void trigger_push_findtarget(entity this)
314 {
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;
318
319         if (this.target)
320         {
321                 int n = 0;
322 #ifdef SVQC
323                 vector vel = '0 0 0';
324 #endif
325                 for(entity t = NULL; (t = find(t, targetname, this.target)); )
326                 {
327                         ++n;
328 #ifdef SVQC
329                         if(t.move_movetype != MOVETYPE_NONE)
330                                 continue;
331
332                         entity e = spawn();
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);
336                         vel = e.velocity;
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))
342                         {
343                                 best_target = trace_endpos;
344                                 best_org = org;
345                                 best_vel = e.velocity;
346                                 valid_best_target = true;
347                         }
348
349                         vector new_org;
350                         vector dist = t.origin - org;
351                         if (dist.x || dist.y) // if not perfectly vertical
352                         {
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));
358                                 new_org = org + ofs;
359                                 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
360                                 vel = e.velocity;
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))
364                                 {
365                                         best_target = trace_endpos;
366                                         best_org = new_org;
367                                         best_vel = vel;
368                                         valid_best_target = true;
369                                 }
370                                 new_org = org - ofs;
371                                 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
372                                 vel = e.velocity;
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))
376                                 {
377                                         best_target = trace_endpos;
378                                         best_org = new_org;
379                                         best_vel = vel;
380                                         valid_best_target = true;
381                                 }
382                         }
383
384                         if (valid_best_target)
385                         {
386                                 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
387                                 {
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);
394                                 }
395                         }
396                         delete(e);
397 #endif
398                 }
399
400                 if(!n)
401                 {
402                         // no dest!
403 #ifdef SVQC
404                         objerror (this, "Jumppad with nonexistant target");
405 #endif
406                         return;
407                 }
408                 else if(n == 1)
409                 {
410                         // exactly one dest - bots love that
411                         this.enemy = find(NULL, targetname, this.target);
412                 }
413                 else
414                 {
415                         // have to use random selection every single time
416                         this.enemy = NULL;
417                 }
418         }
419 #ifdef SVQC
420         else
421         {
422                 entity e = spawn();
423                 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
424                 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
425                 setorigin(e, org);
426                 e.velocity = this.movedir;
427                 tracetoss(e, e);
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);
430                 delete(e);
431         }
432
433         defer(this, 0.1, trigger_push_updatelink);
434 #endif
435 }
436
437 #ifdef SVQC
438 float trigger_push_send(entity this, entity to, float sf)
439 {
440         WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
441
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);
446
447         WriteCoord(MSG_ENTITY, this.movedir_x);
448         WriteCoord(MSG_ENTITY, this.movedir_y);
449         WriteCoord(MSG_ENTITY, this.movedir_z);
450
451         trigger_common_write(this, true);
452
453         return true;
454 }
455
456 void trigger_push_updatelink(entity this)
457 {
458         this.SendFlags |= 1;
459 }
460
461 void trigger_push_link(entity this)
462 {
463         trigger_link(this, trigger_push_send);
464 }
465
466 /*
467  * ENTITY PARAMETERS:
468  *
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.
477  */
478 spawnfunc(trigger_push)
479 {
480         SetMovedir(this);
481
482         trigger_init(this);
483
484         this.active = ACTIVE_ACTIVE;
485         this.use = trigger_push_use;
486         settouch(this, trigger_push_touch);
487
488         // normal push setup
489         if (!this.speed)
490                 this.speed = 1000;
491         this.movedir = this.movedir * this.speed * 10;
492
493         if (!this.noise)
494                 this.noise = "misc/jumppad.wav";
495         precache_sound (this.noise);
496
497         trigger_push_link(this); // link it now
498
499         // this must be called to spawn the teleport waypoints for bots
500         InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
501 }
502
503
504 bool target_push_send(entity this, entity to, float sf)
505 {
506         WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
507
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);
513
514         WriteAngle(MSG_ENTITY, this.angles_x);
515         WriteAngle(MSG_ENTITY, this.angles_y);
516         WriteAngle(MSG_ENTITY, this.angles_z);
517
518         return true;
519 }
520
521 void target_push_use(entity this, entity actor, entity trigger)
522 {
523         if(trigger.classname == "trigger_push" || trigger == this)
524                 return; // WTF, why is this a thing
525
526         jumppad_push(this, actor);
527 }
528
529 void target_push_link(entity this)
530 {
531         BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
532         Net_LinkEntity(this, false, 0, target_push_send);
533         //this.SendFlags |= 1; // update
534 }
535
536 void target_push_init(entity this)
537 {
538         this.mangle = this.angles;
539         setorigin(this, this.origin);
540         target_push_link(this);
541 }
542
543 void target_push_init2(entity this)
544 {
545         if(this.target && this.target != "") // we have an old style pusher!
546         {
547                 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
548                 this.use = target_push_use;
549         }
550
551         target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
552 }
553
554 spawnfunc(target_push) { target_push_init2(this); }
555 spawnfunc(info_notnull) { target_push_init(this); }
556 spawnfunc(target_position) { target_push_init(this); }
557
558 #elif defined(CSQC)
559
560 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
561 {
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();
567
568         this.movedir_x = ReadCoord();
569         this.movedir_y = ReadCoord();
570         this.movedir_z = ReadCoord();
571
572         trigger_common_read(this, true);
573
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);
579
580         return true;
581 }
582
583 void target_push_remove(entity this)
584 {
585         //if(this.classname)
586                 //strunzone(this.classname);
587         //this.classname = string_null;
588
589         if(this.targetname)
590                 strunzone(this.targetname);
591         this.targetname = string_null;
592 }
593
594 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
595 {
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();
602
603         this.angles_x = ReadAngle();
604         this.angles_y = ReadAngle();
605         this.angles_z = ReadAngle();
606
607         return = true;
608
609         setorigin(this, this.origin);
610
611         this.drawmask = MASK_NORMAL;
612         this.entremove = target_push_remove;
613 }
614 #endif