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/triggers/teleporters.qh"
10 #include "../common/triggers/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 teleporter.health = autocvar_g_balance_portal_health;
203 teleporter.enemy.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_Think(entity this);
327 void Portal_MakeBrokenPortal(entity portal)
330 portal.solid = SOLID_NOT;
331 settouch(portal, func_null);
332 setthink(portal, func_null);
334 portal.nextthink = 0;
335 portal.takedamage = DAMAGE_NO;
338 void Portal_MakeWaitingPortal(entity portal)
341 portal.solid = SOLID_NOT;
342 settouch(portal, func_null);
343 setthink(portal, func_null);
344 portal.effects = EF_ADDITIVE;
345 portal.nextthink = 0;
346 portal.takedamage = DAMAGE_YES;
349 void Portal_MakeInPortal(entity portal)
352 portal.solid = SOLID_NOT; // this is done when connecting them!
353 settouch(portal, Portal_Touch);
354 setthink(portal, Portal_Think);
355 portal.effects = EF_RED;
356 portal.nextthink = time;
357 portal.takedamage = DAMAGE_NO;
360 void Portal_MakeOutPortal(entity portal)
363 portal.solid = SOLID_NOT;
364 settouch(portal, func_null);
365 setthink(portal, func_null);
366 portal.effects = EF_STARDUST | EF_BLUE;
367 portal.nextthink = 0;
368 portal.takedamage = DAMAGE_YES;
371 void Portal_Disconnect(entity teleporter, entity destination)
373 teleporter.enemy = NULL;
374 destination.enemy = NULL;
375 Portal_MakeBrokenPortal(teleporter);
376 Portal_MakeBrokenPortal(destination);
379 void Portal_Connect(entity teleporter, entity destination)
381 teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
383 teleporter.enemy = destination;
384 destination.enemy = teleporter;
385 Portal_MakeInPortal(teleporter);
386 Portal_MakeOutPortal(destination);
387 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
388 destination.fade_time = teleporter.fade_time;
389 teleporter.portal_wants_to_vanish = 0;
390 destination.portal_wants_to_vanish = 0;
391 teleporter.teleport_time = time;
392 #ifdef PORTALS_ARE_NOT_SOLID
393 teleporter.solid = SOLID_TRIGGER;
395 teleporter.solid = SOLID_BSP;
399 void Portal_Remove(entity portal, float killed)
406 Portal_Disconnect(portal, e);
407 Portal_Remove(e, killed);
410 if(portal == portal.aiment.portal_in)
411 portal.aiment.portal_in = NULL;
412 if(portal == portal.aiment.portal_out)
413 portal.aiment.portal_out = NULL;
414 //portal.aiment = NULL;
416 // makes the portal vanish
419 fixedmakevectors(portal.mangle);
420 sound(portal, CH_SHOTS, SND_PORTO_EXPLODE, VOL_BASE, ATTEN_NORM);
421 Send_Effect(EFFECT_ROCKET_EXPLODE, portal.origin + v_forward * 16, v_forward * 1024, 4);
426 Portal_MakeBrokenPortal(portal);
427 sound(portal, CH_SHOTS, SND_PORTO_EXPIRE, VOL_BASE, ATTEN_NORM);
428 SUB_SetFade(portal, time, 0.5);
432 void Portal_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
434 if(deathtype == DEATH_TELEFRAG.m_id)
436 if(attacker != this.aiment)
437 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(this.aiment))
439 this.health -= damage;
441 Portal_Remove(this, 1);
444 void Portal_Think_TryTeleportPlayer(entity this, entity e, vector g)
446 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, this.origin, v_forward, this.maxs.x))
449 // if e would hit the portal in a frame...
450 // already teleport him
451 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
452 if(trace_ent == this)
453 Portal_TeleportPlayer(this, e);
456 void Portal_Think(entity this)
461 #ifdef PORTALS_ARE_NOT_SOLID
462 // portal is being removed?
463 if(this.solid != SOLID_TRIGGER)
464 return; // possibly engine bug
467 error("Portal_Think called for a broken portal\n");
470 this.solid = SOLID_BBOX;
473 g = frametime * '0 0 -1' * autocvar_sv_gravity;
475 fixedmakevectors(this.mangle);
477 FOREACH_CLIENT(IS_PLAYER(it), {
479 if(IS_INDEPENDENT_PLAYER(it) || IS_INDEPENDENT_PLAYER(o))
480 continue; // cannot go through someone else's portal
482 if(it != o || time >= this.portal_activatetime)
483 Portal_Think_TryTeleportPlayer(this, it, g);
485 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
487 .entity weaponentity = weaponentities[slot];
488 if(it.(weaponentity).hook)
489 Portal_Think_TryTeleportPlayer(this, it.(weaponentity).hook, g);
492 this.solid = SOLID_TRIGGER;
496 this.nextthink = time;
498 if(time > this.fade_time)
499 Portal_Remove(this, 0);
502 bool Portal_Customize(entity this, entity client)
505 client = client.enemy;
506 if(client == this.aiment)
508 this.modelindex = this.savemodelindex;
510 else if(IS_INDEPENDENT_PLAYER(client) || IS_INDEPENDENT_PLAYER(this.aiment))
516 this.modelindex = this.savemodelindex;
522 // when creating in-portal:
524 // clear existing in-portal
527 // when creating out-portal:
529 // clear existing out-portal
532 // disconnect portals
533 // clear both portals
534 // after timeout of in-portal:
535 // disconnect portals
536 // clear both portals
537 // TODO: ensure only one portal shot at once
538 float Portal_SetInPortal(entity own, entity portal)
543 Portal_Disconnect(own.portal_in, own.portal_out);
544 Portal_Remove(own.portal_in, 0);
546 own.portal_in = portal;
549 own.portal_out.portal_id = portal.portal_id;
550 Portal_Connect(own.portal_in, own.portal_out);
554 float Portal_SetOutPortal(entity own, entity portal)
559 Portal_Disconnect(own.portal_in, own.portal_out);
560 Portal_Remove(own.portal_out, 0);
562 own.portal_out = portal;
565 own.portal_in.portal_id = portal.portal_id;
566 Portal_Connect(own.portal_in, own.portal_out);
570 void Portal_ClearAll_PortalsOnly(entity own)
573 Portal_Remove(own.portal_in, 0);
575 Portal_Remove(own.portal_out, 0);
577 void Portal_ClearAll(entity own)
579 Portal_ClearAll_PortalsOnly(own);
582 void Portal_RemoveLater_Think(entity this)
584 Portal_Remove(this, this.cnt);
586 void Portal_RemoveLater(entity portal, float kill)
588 Portal_MakeBrokenPortal(portal);
590 setthink(portal, Portal_RemoveLater_Think);
591 portal.nextthink = time;
593 void Portal_ClearAllLater_PortalsOnly(entity own)
596 Portal_RemoveLater(own.portal_in, 0);
598 Portal_RemoveLater(own.portal_out, 0);
600 void Portal_ClearAllLater(entity own)
602 Portal_ClearAllLater_PortalsOnly(own);
605 void Portal_ClearWithID(entity own, float id)
608 if(own.portal_in.portal_id == id)
611 Portal_Disconnect(own.portal_in, own.portal_out);
612 Portal_Remove(own.portal_in, 0);
615 if(own.portal_out.portal_id == id)
618 Portal_Disconnect(own.portal_in, own.portal_out);
619 Portal_Remove(own.portal_out, 0);
623 entity Portal_Spawn(entity own, vector org, vector ang)
627 fixedmakevectors(ang);
628 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
631 portal = new(portal);
633 setorigin(portal, org);
636 portal.angles_x = -portal.angles.x; // is a bmodel
637 setthink(portal, Portal_Think);
638 portal.nextthink = 0;
639 portal.portal_activatetime = time + 0.1;
640 portal.takedamage = DAMAGE_AIM;
641 portal.event_damage = Portal_Damage;
642 portal.fade_time = time + autocvar_g_balance_portal_lifetime;
643 portal.health = autocvar_g_balance_portal_health;
644 setmodel(portal, MDL_PORTAL);
645 portal.savemodelindex = portal.modelindex;
646 setcefc(portal, Portal_Customize);
648 if(!Portal_FindSafeOrigin(portal))
654 setsize(portal, '-48 -48 -48', '48 48 48');
655 Portal_MakeWaitingPortal(portal);
660 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
667 ang = fixedvectoangles2(trace_plane_normal, dir);
668 fixedmakevectors(ang);
670 portal = Portal_Spawn(own, org, ang);
674 portal.portal_id = portal_id_val;
675 Portal_SetInPortal(own, portal);
680 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
687 ang = fixedvectoangles2(trace_plane_normal, dir);
688 fixedmakevectors(ang);
690 portal = Portal_Spawn(own, org, ang);
694 portal.portal_id = portal_id_val;
695 Portal_SetOutPortal(own, portal);