3 #include <common/effects/all.qh>
5 #include "mutators/_mod.qh"
6 #include "../common/constants.qh"
7 #include "../common/deathtypes/all.qh"
8 #include "../common/notifications/all.qh"
9 #include "../common/mapobjects/teleporters.qh"
10 #include "../common/mapobjects/subs.qh"
11 #include "../common/util.qh"
12 #include <common/weapons/_all.qh>
13 #include "../lib/csqcmodel/sv_model.qh"
14 #include "../lib/warpzone/anglestransform.qh"
15 #include "../lib/warpzone/util_server.qh"
16 #include "../lib/warpzone/common.qh"
17 #include "../common/vehicles/vehicle.qh"
18 #include "../common/vehicles/sv_vehicles.qh"
20 #define PORTALS_ARE_NOT_SOLID
22 const vector SAFENUDGE = '1 1 1';
23 const vector SAFERNUDGE = '8 8 8';
25 .vector portal_transform;
26 .vector portal_safe_origin;
27 .float portal_wants_to_vanish;
28 .float portal_activatetime;
29 .float savemodelindex;
31 float PlayerEdgeDistance(entity p, vector v)
35 if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
36 if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
37 if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
42 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
44 vector old_forward, old_up;
45 vector old_yawforward;
46 vector new_forward, new_up;
47 vector new_yawforward;
52 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
53 ang = AnglesTransform_ApplyToVAngles(transform, ang);
56 // PLAYERS use different math
57 #if !(POSITIVE_PITCH_IS_DOWN)
61 //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
63 fixedmakevectors(ang);
64 old_forward = v_forward;
66 fixedmakevectors(ang.y * '0 1 0');
67 old_yawforward = v_forward;
69 // their aiming directions are portalled...
70 new_forward = AnglesTransform_Apply(transform, old_forward);
71 new_up = AnglesTransform_Apply(transform, old_up);
72 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
74 // but now find a new sense of direction
76 // assume new_forward points straight up.
79 // new_up could now point forward OR backward... which direction to choose?
81 if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
83 // new_yawforward and new_yawup define the new aiming half-circle
84 // we "just" need to find out whether new_up or -new_up is in that half circle
85 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
86 if(new_up * new_yawforward < 0)
88 ang.y = vectoyaw(new_up); // this vector is the yaw we want
89 //print("UP/DOWN path: ", vtos(ang), "\n");
93 // good angles; here, "forward" suffices
94 ang = fixedvectoangles(new_forward);
95 //print("GOOD path: ", vtos(ang), "\n");
98 #if !(POSITIVE_PITCH_IS_DOWN)
105 .vector right_vector;
106 float Portal_TeleportPlayer(entity teleporter, entity player)
108 vector from, to, safe, step, transform, ang, newvel;
109 float planeshift, s, t;
111 if (!teleporter.enemy)
113 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
117 from = teleporter.origin;
118 transform = teleporter.portal_transform;
120 to = teleporter.enemy.origin;
121 to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
122 newvel = AnglesTransform_Apply(transform, player.velocity);
123 // this now is INSIDE the plane... can't use that
126 fixedmakevectors(teleporter.enemy.mangle);
128 // first shift it ON the plane if needed
129 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
131 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
132 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
133 to += newvel * (planeshift / (newvel * v_forward));
136 to += v_forward * planeshift;
138 s = (to - teleporter.enemy.origin) * v_right;
139 t = (to - teleporter.enemy.origin) * v_up;
140 s = bound(-48, s, 48);
141 t = bound(-48, t, 48);
142 to = teleporter.enemy.origin
143 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
147 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
148 step = to + ((safe - to) * v_forward) * v_forward;
149 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
152 LOG_INFO("'safe' teleport location is not safe!");
153 // FAIL TODO why does this happen?
156 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
157 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
160 LOG_INFO("trace_endpos in solid, this can't be!");
161 // FAIL TODO why does this happen? (reported by MrBougo)
164 to = trace_endpos + normalize(safe - trace_endpos) * 0;
165 //print(vtos(to), "\n");
167 // ang_x stuff works around weird quake angles
168 if(IS_PLAYER(player))
169 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
171 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
173 // factor -1 allows chaining portals, but may be weird
174 player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
176 MUTATOR_CALLHOOK(PortalTeleport, player);
178 if (!teleporter.enemy)
180 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
185 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
188 // telefrag within 1 second of portal creation = amazing
189 if(time < teleporter.teleport_time + 1)
190 Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_ACHIEVEMENT_AMAZING);
193 if (!teleporter.enemy)
195 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
199 // reset fade counter
200 teleporter.portal_wants_to_vanish = 0;
201 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
202 SetResourceAmountExplicit(teleporter, RESOURCE_HEALTH, autocvar_g_balance_portal_health);
203 SetResourceAmountExplicit(teleporter.enemy, RESOURCE_HEALTH, autocvar_g_balance_portal_health);
208 float Portal_FindSafeOrigin(entity portal)
212 portal.mins = PL_MIN_CONST - SAFERNUDGE;
213 portal.maxs = PL_MAX_CONST + SAFERNUDGE;
214 fixedmakevectors(portal.mangle);
215 portal.origin += 16 * v_forward;
216 if(!move_out_of_solid(portal))
219 LOG_INFO("NO SAFE ORIGIN");
223 portal.portal_safe_origin = portal.origin;
224 setorigin(portal, o);
228 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
230 float dist, distpersec, delta;
233 dist = (eorg - porg) * pnorm;
234 dist += min(emins.x * pnorm.x, emaxs.x * pnorm.x);
235 dist += min(emins.y * pnorm.y, emaxs.y * pnorm.y);
236 dist += min(emins.z * pnorm.z, emaxs.z * pnorm.z);
237 if(dist < -1) // other side?
239 #ifdef PORTALS_ARE_NOT_SOLID
240 distpersec = evel * pnorm;
241 if(distpersec >= 0) // going away from the portal?
243 // we don't need this check with solid portals, them being SOLID_BSP should suffice
244 delta = dist / distpersec;
245 v = eorg - evel * delta - porg;
246 v = v - pnorm * (pnorm * v);
247 return vlen(v) < psize;
253 void Portal_Touch(entity this, entity toucher)
257 #ifdef PORTALS_ARE_NOT_SOLID
258 // portal is being removed?
259 if(this.solid != SOLID_TRIGGER)
260 return; // possibly engine bug
262 if(IS_PLAYER(toucher))
263 return; // handled by think
266 if(toucher.classname == "item_flag_team")
267 return; // never portal these
269 if(toucher.classname == "grapplinghook")
270 return; // handled by think
272 if(!autocvar_g_vehicles_teleportable)
273 if(IS_VEHICLE(toucher))
274 return; // no teleporting vehicles?
277 error("Portal_Touch called for a broken portal\n");
279 #ifdef PORTALS_ARE_NOT_SOLID
280 if(trace_fraction < 1)
281 return; // only handle TouchAreaGrid ones (only these can teleport)
283 if(trace_fraction >= 1)
284 return; // only handle impacts
287 if(toucher.classname == "porto")
289 if(toucher.portal_id == this.portal_id)
292 if(time < this.portal_activatetime)
293 if(toucher == this.aiment)
295 this.portal_activatetime = time + 0.1;
298 if(toucher != this.aiment)
299 if(IS_PLAYER(toucher))
300 if(IS_INDEPENDENT_PLAYER(toucher) || IS_INDEPENDENT_PLAYER(this.aiment))
301 return; // cannot go through someone else's portal
302 if(toucher.aiment != this.aiment)
303 if(IS_PLAYER(toucher.aiment))
304 if(IS_INDEPENDENT_PLAYER(toucher.aiment) || IS_INDEPENDENT_PLAYER(this.aiment))
305 return; // cannot go through someone else's portal
306 fixedmakevectors(this.mangle);
307 g = frametime * '0 0 -1' * autocvar_sv_gravity;
308 if(!Portal_WillHitPlane(toucher.origin, toucher.mins, toucher.maxs, toucher.velocity + g, this.origin, v_forward, this.maxs.x))
312 if(toucher.mins_x < PL_MIN.x || toucher.mins_y < PL_MIN.y || toucher.mins_z < PL_MIN.z
313 || toucher.maxs_x > PL_MAX.x || toucher.maxs_y > PL_MAX.y || toucher.maxs_z > PL_MAX.z)
315 // can't teleport this
320 if(Portal_TeleportPlayer(this, toucher))
321 if(toucher.classname == "porto")
322 if(toucher.effects & EF_RED)
323 toucher.effects += EF_BLUE - EF_RED;
326 void Portal_MakeBrokenPortal(entity portal)
329 portal.solid = SOLID_NOT;
330 settouch(portal, func_null);
331 setthink(portal, func_null);
333 portal.nextthink = 0;
334 portal.takedamage = DAMAGE_NO;
337 void Portal_MakeWaitingPortal(entity portal)
340 portal.solid = SOLID_NOT;
341 settouch(portal, func_null);
342 setthink(portal, func_null);
343 portal.effects = EF_ADDITIVE;
344 portal.nextthink = 0;
345 portal.takedamage = DAMAGE_YES;
348 void Portal_MakeInPortal(entity portal)
351 portal.solid = SOLID_NOT; // this is done when connecting them!
352 settouch(portal, Portal_Touch);
353 setthink(portal, Portal_Think);
354 portal.effects = EF_RED;
355 portal.nextthink = time;
356 portal.takedamage = DAMAGE_NO;
359 void Portal_MakeOutPortal(entity portal)
362 portal.solid = SOLID_NOT;
363 settouch(portal, func_null);
364 setthink(portal, func_null);
365 portal.effects = EF_STARDUST | EF_BLUE;
366 portal.nextthink = 0;
367 portal.takedamage = DAMAGE_YES;
370 void Portal_Disconnect(entity teleporter, entity destination)
372 teleporter.enemy = NULL;
373 destination.enemy = NULL;
374 Portal_MakeBrokenPortal(teleporter);
375 Portal_MakeBrokenPortal(destination);
378 void Portal_Connect(entity teleporter, entity destination)
380 teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
382 teleporter.enemy = destination;
383 destination.enemy = teleporter;
384 Portal_MakeInPortal(teleporter);
385 Portal_MakeOutPortal(destination);
386 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
387 destination.fade_time = teleporter.fade_time;
388 teleporter.portal_wants_to_vanish = 0;
389 destination.portal_wants_to_vanish = 0;
390 teleporter.teleport_time = time;
391 #ifdef PORTALS_ARE_NOT_SOLID
392 teleporter.solid = SOLID_TRIGGER;
394 teleporter.solid = SOLID_BSP;
398 void Portal_Remove(entity portal, float killed)
405 Portal_Disconnect(portal, e);
406 Portal_Remove(e, killed);
409 if(portal == portal.aiment.portal_in)
410 portal.aiment.portal_in = NULL;
411 if(portal == portal.aiment.portal_out)
412 portal.aiment.portal_out = NULL;
413 //portal.aiment = NULL;
415 // makes the portal vanish
418 fixedmakevectors(portal.mangle);
419 sound(portal, CH_SHOTS, SND_PORTO_EXPLODE, VOL_BASE, ATTEN_NORM);
420 Send_Effect(EFFECT_ROCKET_EXPLODE, portal.origin + v_forward * 16, v_forward * 1024, 4);
425 Portal_MakeBrokenPortal(portal);
426 sound(portal, CH_SHOTS, SND_PORTO_EXPIRE, VOL_BASE, ATTEN_NORM);
427 SUB_SetFade(portal, time, 0.5);
431 void Portal_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
433 if(deathtype == DEATH_TELEFRAG.m_id)
435 if(attacker != this.aiment)
436 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(this.aiment))
438 TakeResource(this, RESOURCE_HEALTH, damage);
439 if(GetResourceAmount(this, RESOURCE_HEALTH) < 0)
440 Portal_Remove(this, 1);
443 void Portal_Think_TryTeleportPlayer(entity this, entity e, vector g)
445 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, this.origin, v_forward, this.maxs.x))
448 // if e would hit the portal in a frame...
449 // already teleport him
450 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
451 if(trace_ent == this)
452 Portal_TeleportPlayer(this, e);
455 void Portal_Think(entity this)
460 #ifdef PORTALS_ARE_NOT_SOLID
461 // portal is being removed?
462 if(this.solid != SOLID_TRIGGER)
463 return; // possibly engine bug
466 error("Portal_Think called for a broken portal\n");
469 this.solid = SOLID_BBOX;
472 g = frametime * '0 0 -1' * autocvar_sv_gravity;
474 fixedmakevectors(this.mangle);
476 FOREACH_CLIENT(IS_PLAYER(it), {
478 if(IS_INDEPENDENT_PLAYER(it) || IS_INDEPENDENT_PLAYER(o))
479 continue; // cannot go through someone else's portal
481 if(it != o || time >= this.portal_activatetime)
482 Portal_Think_TryTeleportPlayer(this, it, g);
484 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
486 .entity weaponentity = weaponentities[slot];
487 if(it.(weaponentity).hook)
488 Portal_Think_TryTeleportPlayer(this, it.(weaponentity).hook, g);
491 this.solid = SOLID_TRIGGER;
495 this.nextthink = time;
497 if(time > this.fade_time)
498 Portal_Remove(this, 0);
501 bool Portal_Customize(entity this, entity client)
504 client = client.enemy;
505 if(client == this.aiment)
507 this.modelindex = this.savemodelindex;
509 else if(IS_INDEPENDENT_PLAYER(client) || IS_INDEPENDENT_PLAYER(this.aiment))
515 this.modelindex = this.savemodelindex;
521 // when creating in-portal:
523 // clear existing in-portal
526 // when creating out-portal:
528 // clear existing out-portal
531 // disconnect portals
532 // clear both portals
533 // after timeout of in-portal:
534 // disconnect portals
535 // clear both portals
536 // TODO: ensure only one portal shot at once
537 float Portal_SetInPortal(entity own, entity portal)
542 Portal_Disconnect(own.portal_in, own.portal_out);
543 Portal_Remove(own.portal_in, 0);
545 own.portal_in = portal;
548 own.portal_out.portal_id = portal.portal_id;
549 Portal_Connect(own.portal_in, own.portal_out);
553 float Portal_SetOutPortal(entity own, entity portal)
558 Portal_Disconnect(own.portal_in, own.portal_out);
559 Portal_Remove(own.portal_out, 0);
561 own.portal_out = portal;
564 own.portal_in.portal_id = portal.portal_id;
565 Portal_Connect(own.portal_in, own.portal_out);
569 void Portal_ClearAll_PortalsOnly(entity own)
572 Portal_Remove(own.portal_in, 0);
574 Portal_Remove(own.portal_out, 0);
576 void Portal_ClearAll(entity own)
578 Portal_ClearAll_PortalsOnly(own);
581 void Portal_RemoveLater_Think(entity this)
583 Portal_Remove(this, this.cnt);
585 void Portal_RemoveLater(entity portal, float kill)
587 Portal_MakeBrokenPortal(portal);
589 setthink(portal, Portal_RemoveLater_Think);
590 portal.nextthink = time;
592 void Portal_ClearAllLater_PortalsOnly(entity own)
595 Portal_RemoveLater(own.portal_in, 0);
597 Portal_RemoveLater(own.portal_out, 0);
599 void Portal_ClearAllLater(entity own)
601 Portal_ClearAllLater_PortalsOnly(own);
604 void Portal_ClearWithID(entity own, float id)
607 if(own.portal_in.portal_id == id)
610 Portal_Disconnect(own.portal_in, own.portal_out);
611 Portal_Remove(own.portal_in, 0);
614 if(own.portal_out.portal_id == id)
617 Portal_Disconnect(own.portal_in, own.portal_out);
618 Portal_Remove(own.portal_out, 0);
622 entity Portal_Spawn(entity own, vector org, vector ang)
626 fixedmakevectors(ang);
627 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
630 portal = new(portal);
632 setorigin(portal, org);
635 portal.angles_x = -portal.angles.x; // is a bmodel
636 setthink(portal, Portal_Think);
637 portal.nextthink = 0;
638 portal.portal_activatetime = time + 0.1;
639 portal.takedamage = DAMAGE_AIM;
640 portal.event_damage = Portal_Damage;
641 portal.fade_time = time + autocvar_g_balance_portal_lifetime;
642 SetResourceAmountExplicit(portal, RESOURCE_HEALTH, autocvar_g_balance_portal_health);
643 setmodel(portal, MDL_PORTAL);
644 portal.savemodelindex = portal.modelindex;
645 setcefc(portal, Portal_Customize);
647 if(!Portal_FindSafeOrigin(portal))
653 setsize(portal, '-48 -48 -48', '48 48 48');
654 Portal_MakeWaitingPortal(portal);
659 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
666 ang = fixedvectoangles2(trace_plane_normal, dir);
667 fixedmakevectors(ang);
669 portal = Portal_Spawn(own, org, ang);
673 portal.portal_id = portal_id_val;
674 Portal_SetInPortal(own, portal);
679 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
686 ang = fixedvectoangles2(trace_plane_normal, dir);
687 fixedmakevectors(ang);
689 portal = Portal_Spawn(own, org, ang);
693 portal.portal_id = portal_id_val;
694 Portal_SetOutPortal(own, portal);