4 #include "mutators/_mod.qh"
5 #include "../common/constants.qh"
6 #include "../common/deathtypes/all.qh"
7 #include "../common/notifications/all.qh"
8 #include "../common/triggers/teleporters.qh"
9 #include "../common/triggers/subs.qh"
10 #include "../common/util.qh"
11 #include <common/weapons/_all.qh>
12 #include "../lib/csqcmodel/sv_model.qh"
13 #include "../lib/warpzone/anglestransform.qh"
14 #include "../lib/warpzone/util_server.qh"
15 #include "../lib/warpzone/common.qh"
16 #include "../common/vehicles/vehicle.qh"
17 #include "../common/vehicles/sv_vehicles.qh"
19 #define PORTALS_ARE_NOT_SOLID
21 const vector SAFENUDGE = '1 1 1';
22 const vector SAFERNUDGE = '8 8 8';
24 .vector portal_transform;
25 .vector portal_safe_origin;
26 .float portal_wants_to_vanish;
27 .float portal_activatetime;
28 .float savemodelindex;
30 float PlayerEdgeDistance(entity p, vector v)
34 if(v.x < 0) vbest.x = p.mins.x; else vbest.x = p.maxs.x;
35 if(v.y < 0) vbest.y = p.mins.y; else vbest.y = p.maxs.y;
36 if(v.z < 0) vbest.z = p.mins.z; else vbest.z = p.maxs.z;
41 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
43 vector old_forward, old_up;
44 vector old_yawforward;
45 vector new_forward, new_up;
46 vector new_yawforward;
51 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
52 ang = AnglesTransform_ApplyToVAngles(transform, ang);
55 // PLAYERS use different math
56 #if !(POSITIVE_PITCH_IS_DOWN)
60 //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
62 fixedmakevectors(ang);
63 old_forward = v_forward;
65 fixedmakevectors(ang.y * '0 1 0');
66 old_yawforward = v_forward;
68 // their aiming directions are portalled...
69 new_forward = AnglesTransform_Apply(transform, old_forward);
70 new_up = AnglesTransform_Apply(transform, old_up);
71 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
73 // but now find a new sense of direction
75 // assume new_forward points straight up.
78 // new_up could now point forward OR backward... which direction to choose?
80 if(new_forward.z > 0.7 || new_forward.z < -0.7) // far up; in this case, the "up" vector points backwards
82 // new_yawforward and new_yawup define the new aiming half-circle
83 // we "just" need to find out whether new_up or -new_up is in that half circle
84 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
85 if(new_up * new_yawforward < 0)
87 ang.y = vectoyaw(new_up); // this vector is the yaw we want
88 //print("UP/DOWN path: ", vtos(ang), "\n");
92 // good angles; here, "forward" suffices
93 ang = fixedvectoangles(new_forward);
94 //print("GOOD path: ", vtos(ang), "\n");
97 #if !(POSITIVE_PITCH_IS_DOWN)
104 .vector right_vector;
105 float Portal_TeleportPlayer(entity teleporter, entity player)
107 vector from, to, safe, step, transform, ang, newvel;
108 float planeshift, s, t;
110 if (!teleporter.enemy)
112 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
116 from = teleporter.origin;
117 transform = teleporter.portal_transform;
119 to = teleporter.enemy.origin;
120 to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
121 newvel = AnglesTransform_Apply(transform, player.velocity);
122 // this now is INSIDE the plane... can't use that
125 fixedmakevectors(teleporter.enemy.mangle);
127 // first shift it ON the plane if needed
128 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
130 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
131 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
132 to += newvel * (planeshift / (newvel * v_forward));
135 to += v_forward * planeshift;
137 s = (to - teleporter.enemy.origin) * v_right;
138 t = (to - teleporter.enemy.origin) * v_up;
139 s = bound(-48, s, 48);
140 t = bound(-48, t, 48);
141 to = teleporter.enemy.origin
142 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
146 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
147 step = to + ((safe - to) * v_forward) * v_forward;
148 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
151 LOG_INFO("'safe' teleport location is not safe!\n");
152 // FAIL TODO why does this happen?
155 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
156 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
159 LOG_INFO("trace_endpos in solid, this can't be!\n");
160 // FAIL TODO why does this happen? (reported by MrBougo)
163 to = trace_endpos + normalize(safe - trace_endpos) * 0;
164 //print(vtos(to), "\n");
166 // ang_x stuff works around weird quake angles
167 if(IS_PLAYER(player))
168 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
170 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
172 // factor -1 allows chaining portals, but may be weird
173 player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
175 MUTATOR_CALLHOOK(PortalTeleport, player);
177 if (!teleporter.enemy)
179 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
184 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
187 // telefrag within 1 second of portal creation = amazing
188 if(time < teleporter.teleport_time + 1)
189 Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_ACHIEVEMENT_AMAZING);
192 if (!teleporter.enemy)
194 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
198 // reset fade counter
199 teleporter.portal_wants_to_vanish = 0;
200 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
201 teleporter.health = autocvar_g_balance_portal_health;
202 teleporter.enemy.health = autocvar_g_balance_portal_health;
207 float Portal_FindSafeOrigin(entity portal)
211 portal.mins = STAT(PL_MIN, NULL) - SAFERNUDGE;
212 portal.maxs = STAT(PL_MAX, NULL) + SAFERNUDGE;
213 fixedmakevectors(portal.mangle);
214 portal.origin += 16 * v_forward;
215 if(!move_out_of_solid(portal))
218 LOG_INFO("NO SAFE ORIGIN\n");
222 portal.portal_safe_origin = portal.origin;
223 setorigin(portal, o);
227 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
229 float dist, distpersec, delta;
232 dist = (eorg - porg) * pnorm;
233 dist += min(emins.x * pnorm.x, emaxs.x * pnorm.x);
234 dist += min(emins.y * pnorm.y, emaxs.y * pnorm.y);
235 dist += min(emins.z * pnorm.z, emaxs.z * pnorm.z);
236 if(dist < -1) // other side?
238 #ifdef PORTALS_ARE_NOT_SOLID
239 distpersec = evel * pnorm;
240 if(distpersec >= 0) // going away from the portal?
242 // we don't need this check with solid portals, them being SOLID_BSP should suffice
243 delta = dist / distpersec;
244 v = eorg - evel * delta - porg;
245 v = v - pnorm * (pnorm * v);
246 return vlen(v) < psize;
252 void Portal_Touch(entity this, entity toucher)
256 #ifdef PORTALS_ARE_NOT_SOLID
257 // portal is being removed?
258 if(this.solid != SOLID_TRIGGER)
259 return; // possibly engine bug
261 if(IS_PLAYER(toucher))
262 return; // handled by think
265 if(toucher.classname == "item_flag_team")
266 return; // never portal these
268 if(toucher.classname == "grapplinghook")
269 return; // handled by think
271 if(!autocvar_g_vehicles_teleportable)
272 if(IS_VEHICLE(toucher))
273 return; // no teleporting vehicles?
276 error("Portal_Touch called for a broken portal\n");
278 #ifdef PORTALS_ARE_NOT_SOLID
279 if(trace_fraction < 1)
280 return; // only handle TouchAreaGrid ones (only these can teleport)
282 if(trace_fraction >= 1)
283 return; // only handle impacts
286 if(toucher.classname == "porto")
288 if(toucher.portal_id == this.portal_id)
291 if(time < this.portal_activatetime)
292 if(toucher == this.aiment)
294 this.portal_activatetime = time + 0.1;
297 if(toucher != this.aiment)
298 if(IS_PLAYER(toucher))
299 if(IS_INDEPENDENT_PLAYER(toucher) || IS_INDEPENDENT_PLAYER(this.aiment))
300 return; // cannot go through someone else's portal
301 if(toucher.aiment != this.aiment)
302 if(IS_PLAYER(toucher.aiment))
303 if(IS_INDEPENDENT_PLAYER(toucher.aiment) || IS_INDEPENDENT_PLAYER(this.aiment))
304 return; // cannot go through someone else's portal
305 fixedmakevectors(this.mangle);
306 g = frametime * '0 0 -1' * autocvar_sv_gravity;
307 if(!Portal_WillHitPlane(toucher.origin, toucher.mins, toucher.maxs, toucher.velocity + g, this.origin, v_forward, this.maxs.x))
311 if(toucher.mins_x < PL_MIN.x || toucher.mins_y < PL_MIN.y || toucher.mins_z < PL_MIN.z
312 || toucher.maxs_x > PL_MAX.x || toucher.maxs_y > PL_MAX.y || toucher.maxs_z > PL_MAX.z)
314 // can't teleport this
319 if(Portal_TeleportPlayer(this, toucher))
320 if(toucher.classname == "porto")
321 if(toucher.effects & EF_RED)
322 toucher.effects += EF_BLUE - EF_RED;
325 void Portal_Think(entity this);
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, 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 this.health -= damage;
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), LAMBDA(
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);
485 Portal_Think_TryTeleportPlayer(this, it.hook, g);
487 this.solid = SOLID_TRIGGER;
491 this.nextthink = time;
493 if(time > this.fade_time)
494 Portal_Remove(this, 0);
497 bool Portal_Customize(entity this, entity client)
500 client = client.enemy;
501 if(client == this.aiment)
503 this.modelindex = this.savemodelindex;
505 else if(IS_INDEPENDENT_PLAYER(client) || IS_INDEPENDENT_PLAYER(this.aiment))
511 this.modelindex = this.savemodelindex;
517 // when creating in-portal:
519 // clear existing in-portal
522 // when creating out-portal:
524 // clear existing out-portal
527 // disconnect portals
528 // clear both portals
529 // after timeout of in-portal:
530 // disconnect portals
531 // clear both portals
532 // TODO: ensure only one portal shot at once
533 float Portal_SetInPortal(entity own, entity portal)
538 Portal_Disconnect(own.portal_in, own.portal_out);
539 Portal_Remove(own.portal_in, 0);
541 own.portal_in = portal;
544 own.portal_out.portal_id = portal.portal_id;
545 Portal_Connect(own.portal_in, own.portal_out);
549 float Portal_SetOutPortal(entity own, entity portal)
554 Portal_Disconnect(own.portal_in, own.portal_out);
555 Portal_Remove(own.portal_out, 0);
557 own.portal_out = portal;
560 own.portal_in.portal_id = portal.portal_id;
561 Portal_Connect(own.portal_in, own.portal_out);
565 void Portal_ClearAll_PortalsOnly(entity own)
568 Portal_Remove(own.portal_in, 0);
570 Portal_Remove(own.portal_out, 0);
572 void Portal_ClearAll(entity own)
574 Portal_ClearAll_PortalsOnly(own);
577 void Portal_RemoveLater_Think(entity this)
579 Portal_Remove(this, this.cnt);
581 void Portal_RemoveLater(entity portal, float kill)
583 Portal_MakeBrokenPortal(portal);
585 setthink(portal, Portal_RemoveLater_Think);
586 portal.nextthink = time;
588 void Portal_ClearAllLater_PortalsOnly(entity own)
591 Portal_RemoveLater(own.portal_in, 0);
593 Portal_RemoveLater(own.portal_out, 0);
595 void Portal_ClearAllLater(entity own)
597 Portal_ClearAllLater_PortalsOnly(own);
600 void Portal_ClearWithID(entity own, float id)
603 if(own.portal_in.portal_id == id)
606 Portal_Disconnect(own.portal_in, own.portal_out);
607 Portal_Remove(own.portal_in, 0);
610 if(own.portal_out.portal_id == id)
613 Portal_Disconnect(own.portal_in, own.portal_out);
614 Portal_Remove(own.portal_out, 0);
618 entity Portal_Spawn(entity own, vector org, vector ang)
622 fixedmakevectors(ang);
623 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
626 portal = new(portal);
628 setorigin(portal, org);
631 portal.angles_x = -portal.angles.x; // is a bmodel
632 setthink(portal, Portal_Think);
633 portal.nextthink = 0;
634 portal.portal_activatetime = time + 0.1;
635 portal.takedamage = DAMAGE_AIM;
636 portal.event_damage = Portal_Damage;
637 portal.fade_time = time + autocvar_g_balance_portal_lifetime;
638 portal.health = autocvar_g_balance_portal_health;
639 setmodel(portal, MDL_PORTAL);
640 portal.savemodelindex = portal.modelindex;
641 setcefc(portal, Portal_Customize);
643 if(!Portal_FindSafeOrigin(portal))
649 setsize(portal, '-48 -48 -48', '48 48 48');
650 Portal_MakeWaitingPortal(portal);
655 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
662 ang = fixedvectoangles2(trace_plane_normal, dir);
663 fixedmakevectors(ang);
665 portal = Portal_Spawn(own, org, ang);
669 portal.portal_id = portal_id_val;
670 Portal_SetInPortal(own, portal);
675 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
682 ang = fixedvectoangles2(trace_plane_normal, dir);
683 fixedmakevectors(ang);
685 portal = Portal_Spawn(own, org, ang);
689 portal.portal_id = portal_id_val;
690 Portal_SetOutPortal(own, portal);