1 float trace_dphitcontents;
4 void WarpZone_Accumulator_Clear(entity acc)
6 acc.warpzone_transform = '0 0 0';
7 acc.warpzone_shift = '0 0 0';
9 void WarpZone_Accumulator_AddTransform(entity acc, vector t, vector s)
12 tr = AnglesTransform_Multiply(t, acc.warpzone_transform);
13 st = AnglesTransform_Multiply_GetPostShift(t, s, acc.warpzone_transform, acc.warpzone_shift);
14 acc.warpzone_transform = tr;
15 acc.warpzone_shift = st;
17 void WarpZone_Accumulator_Add(entity acc, entity wz)
20 t = AnglesTransform_Multiply(wz.warpzone_transform, acc.warpzone_transform);
21 st = AnglesTransform_Multiply_GetPostShift(wz.warpzone_transform, wz.warpzone_shift, acc.warpzone_transform, acc.warpzone_shift);
22 acc.warpzone_transform = t;
23 acc.warpzone_shift = st;
26 .vector(vector, vector) camera_transform;
27 var float autocvar_cl_warpzone_usetrace = 1;
28 vector WarpZone_camera_transform(vector org, vector ang)
34 org = WarpZone_TransformOrigin(self, org);
35 vf = WarpZone_TransformVelocity(self, vf);
36 vr = WarpZone_TransformVelocity(self, vr);
37 vu = WarpZone_TransformVelocity(self, vu);
38 if(autocvar_cl_warpzone_usetrace)
39 traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
41 trace_endpos = self.warpzone_targetorigin;
48 void WarpZone_SetUp(entity e, vector my_org, vector my_ang, vector other_org, vector other_ang)
50 e.warpzone_transform = AnglesTransform_Divide(other_ang, AnglesTransform_TurnDirectionFR(my_ang));
51 e.warpzone_shift = AnglesTransform_PrePostShift_GetPostShift(my_org, e.warpzone_transform, other_org);
52 e.warpzone_origin = my_org;
53 e.warpzone_targetorigin = other_org;
54 e.warpzone_angles = my_ang;
55 e.warpzone_targetangles = other_ang;
56 fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
57 fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
58 e.camera_transform = WarpZone_camera_transform;
61 vector WarpZone_Camera_camera_transform(vector org, vector ang)
63 // a fixed camera view
64 trace_endpos = self.warpzone_origin;
65 makevectors(self.warpzone_angles);
66 return self.warpzone_origin;
69 void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
71 e.warpzone_origin = my_org;
72 e.warpzone_angles = my_ang;
73 e.camera_transform = WarpZone_Camera_camera_transform;
78 vector WarpZoneLib_BoxTouchesBrush_mins;
79 vector WarpZoneLib_BoxTouchesBrush_maxs;
80 entity WarpZoneLib_BoxTouchesBrush_ent;
81 entity WarpZoneLib_BoxTouchesBrush_ignore;
82 float WarpZoneLib_BoxTouchesBrush_Recurse()
88 tracebox('0 0 0', WarpZoneLib_BoxTouchesBrush_mins, WarpZoneLib_BoxTouchesBrush_maxs, '0 0 0', MOVE_NOMONSTERS, WarpZoneLib_BoxTouchesBrush_ignore);
90 if (trace_networkentity)
92 dprint("hit a network ent, cannot continue WarpZoneLib_BoxTouchesBrush\n");
93 // we cannot continue, as a player blocks us...
100 if (trace_ent == WarpZoneLib_BoxTouchesBrush_ent)
105 se.solid = SOLID_NOT;
106 f = WarpZoneLib_BoxTouchesBrush_Recurse();
112 float WarpZoneLib_BoxTouchesBrush(vector mi, vector ma, entity e, entity ig)
116 if(!e.modelindex || e.warpzone_isboxy)
121 WarpZoneLib_BoxTouchesBrush_mins = mi;
122 WarpZoneLib_BoxTouchesBrush_maxs = ma;
123 WarpZoneLib_BoxTouchesBrush_ent = e;
124 WarpZoneLib_BoxTouchesBrush_ignore = ig;
125 f = WarpZoneLib_BoxTouchesBrush_Recurse();
131 entity WarpZone_Find(vector mi, vector ma)
133 // if we are near any warpzone planes - MOVE AWAY (work around nearclip)
135 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
136 if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
141 void WarpZone_MakeAllSolid()
144 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
148 void WarpZone_MakeAllOther()
151 for(e = world; (e = find(e, classname, "trigger_warpzone")); )
152 e.solid = SOLID_TRIGGER;
155 void WarpZone_Trace_InitTransform()
157 if(!WarpZone_trace_transform)
159 WarpZone_trace_transform = spawn();
160 WarpZone_trace_transform.classname = "warpzone_trace_transform";
162 WarpZone_Accumulator_Clear(WarpZone_trace_transform);
164 void WarpZone_Trace_AddTransform(entity wz)
166 WarpZone_Accumulator_Add(WarpZone_trace_transform, wz);
169 void WarpZone_TraceBox_ThroughZone(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent, entity zone, WarpZone_trace_callback_t cb)
171 float nomonsters_adjusted;
178 WarpZone_Trace_InitTransform();
179 if(!warpzone_warpzones_exist)
181 if(nomonsters == MOVE_NOTHING)
186 cb(org, trace_endpos, end);
191 tracebox(org, mi, ma, end, nomonsters, forent);
193 cb(org, trace_endpos, end);
208 nomonsters_adjusted = MOVE_NOMONSTERS;
211 nomonsters_adjusted = nomonsters;
214 if((contentshack = (forent.dphitcontentsmask && !(forent.dphitcontentsmask & DPCONTENTS_SOLID))))
215 forent.dphitcontentsmask |= DPCONTENTS_SOLID;
217 // if starting in warpzone, first transform
218 wz = WarpZone_Find(org + mi, org + ma);
221 if(zone && wz != zone)
223 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
229 WarpZone_Trace_AddTransform(wz);
230 org = WarpZone_TransformOrigin(wz, trace_endpos);
231 end = WarpZone_TransformOrigin(wz, end);
233 WarpZone_MakeAllSolid();
241 dprint("Too many warpzones in sequence, aborting trace.\n");
245 tracebox(org, mi, ma, end, nomonsters_adjusted, forent);
247 cb(org, trace_endpos, end);
249 sol = trace_startsolid;
251 frac = trace_fraction = frac + (1 - frac) * trace_fraction;
252 if(trace_fraction >= 1)
254 if(trace_ent.classname != "trigger_warpzone")
256 if((nomonsters == MOVE_NOTHING) || ((nomonsters == MOVE_WORLDONLY) && trace_ent) || (contentshack && (trace_dphitcontents & forent.dphitcontentsmask) == DPCONTENTS_SOLID))
258 // continue the trace, ignoring this hit (we only care for warpzones)
259 org = trace_endpos + normalize(end - org);
261 // we cannot do an inverted trace here, as we do care for further warpzones inside that "solid" to be found
262 // otherwise, players could block entrances that way
268 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
273 if(zone && wz != zone)
275 WarpZone_Trace_AddTransform(wz);
276 // we hit a warpzone... so, let's perform the trace after the warp again
277 org = WarpZone_TransformOrigin(wz, trace_endpos);
278 end = WarpZone_TransformOrigin(wz, end);
280 WarpZone_MakeAllOther();
283 forent.dphitcontentsmask &~= DPCONTENTS_SOLID;
284 trace_startsolid = sol;
290 void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
292 WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
295 void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
297 WarpZone_TraceBox(org, '0 0 0', '0 0 0', end, nomonsters, forent);
300 void WarpZone_TraceToss_ThroughZone(entity e, entity forent, entity zone, WarpZone_trace_callback_t cb)
303 vector vf, vr, vu, v0, o0;
308 WarpZone_Trace_InitTransform();
309 WarpZone_tracetoss_time = 0;
310 if(!warpzone_warpzones_exist)
312 tracetoss(e, forent);
314 cb(e.origin, trace_endpos, trace_endpos);
315 dt = vlen(e.origin - o0) / vlen(e.velocity);
316 WarpZone_tracetoss_time += dt;
325 // if starting in warpzone, first transform
326 wz = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
329 if(zone && wz != zone)
331 // we are in ANOTHER warpzone. This is bad. Make a zero length trace and return.
333 WarpZone_tracetoss_time = 0;
337 WarpZone_Trace_AddTransform(wz);
338 setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
339 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
341 WarpZone_MakeAllSolid();
342 g = cvar("sv_gravity") * e.gravity;
348 dprint("Too many warpzones in sequence, aborting trace.\n");
352 tracetoss(e, forent);
354 cb(e.origin, trace_endpos, trace_endpos);
355 e.origin = trace_endpos;
356 dt = vlen(e.origin - o0) / vlen(e.velocity);
357 WarpZone_tracetoss_time += dt;
358 e.velocity_z -= WarpZone_tracetoss_time * g;
359 if(trace_fraction >= 1)
361 if(trace_ent.classname != "trigger_warpzone")
365 dprint("I transformed into the same zone again, wtf, aborting the trace\n");
370 if(zone && wz != zone)
372 WarpZone_Trace_AddTransform(wz);
373 // we hit a warpzone... so, let's perform the trace after the warp again
374 e.origin = WarpZone_TransformOrigin(wz, e.origin);
375 e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
377 WarpZone_MakeAllOther();
379 WarpZone_tracetoss_velocity = e.velocity;
383 // restore old entity data (caller just uses trace_endpos, WarpZone_tracetoss_velocity and the transform)
388 void WarpZone_TraceToss(entity e, entity forent)
390 WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
393 entity WarpZone_TrailParticles_trace_callback_own;
394 float WarpZone_TrailParticles_trace_callback_eff;
395 void WarpZone_TrailParticles_trace_callback(vector from, vector endpos, vector to)
397 trailparticles(WarpZone_TrailParticles_trace_callback_own, WarpZone_TrailParticles_trace_callback_eff, from, endpos);
400 void WarpZone_TrailParticles(entity own, float eff, vector org, vector end)
402 WarpZone_TrailParticles_trace_callback_own = own;
403 WarpZone_TrailParticles_trace_callback_eff = eff;
404 WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
407 float WarpZone_PlaneDist(entity wz, vector v)
409 return (v - wz.warpzone_origin) * wz.warpzone_forward;
412 float WarpZone_TargetPlaneDist(entity wz, vector v)
414 return (v - wz.warpzone_targetorigin) * wz.warpzone_targetforward;
417 vector WarpZone_TransformOrigin(entity wz, vector v)
419 return wz.warpzone_shift + AnglesTransform_Apply(wz.warpzone_transform, v);
422 vector WarpZone_TransformVelocity(entity wz, vector v)
424 return AnglesTransform_Apply(wz.warpzone_transform, v);
427 vector WarpZone_TransformAngles(entity wz, vector v)
429 return AnglesTransform_ApplyToAngles(wz.warpzone_transform, v);
432 vector WarpZone_TransformVAngles(entity wz, vector ang)
440 ang = AnglesTransform_ApplyToVAngles(wz.warpzone_transform, ang);
443 ang = AnglesTransform_Normalize(ang, TRUE);
444 ang = AnglesTransform_CancelRoll(ang);
447 ang = AnglesTransform_Normalize(ang, FALSE);
453 vector WarpZone_UnTransformOrigin(entity wz, vector v)
455 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v - wz.warpzone_shift);
458 vector WarpZone_UnTransformVelocity(entity wz, vector v)
460 return AnglesTransform_Apply(AnglesTransform_Invert(wz.warpzone_transform), v);
463 vector WarpZone_UnTransformAngles(entity wz, vector v)
465 return AnglesTransform_ApplyToAngles(AnglesTransform_Invert(wz.warpzone_transform), v);
468 vector WarpZone_UnTransformVAngles(entity wz, vector ang)
475 ang = AnglesTransform_ApplyToVAngles(AnglesTransform_Invert(wz.warpzone_transform), ang);
476 ang = AnglesTransform_Normalize(ang, TRUE);
477 ang = AnglesTransform_CancelRoll(ang);
483 vector WarpZoneLib_NearestPointOnBox(vector mi, vector ma, vector org)
486 nearest_x = bound(mi_x, org_x, ma_x);
487 nearest_y = bound(mi_y, org_y, ma_y);
488 nearest_z = bound(mi_z, org_z, ma_z);
492 .float WarpZone_findradius_hit;
493 .entity WarpZone_findradius_next;
494 void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
495 // blast origin of current search original blast origin how to untransform (victim to blast system)
499 vector shift_new, transform_new;
505 e0 = findradius(org, rad);
508 for(e = e0; e; e = e.chain)
510 p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
513 traceline(org, p, MOVE_NOMONSTERS, e);
514 if(trace_fraction < 1)
517 if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
519 e.WarpZone_findradius_nearest = p;
520 e.WarpZone_findradius_dist = org0 - p;
521 e.WarpZone_findradius_findorigin = org;
522 e.WarpZone_findradius_findradius = rad;
523 if(e.classname == "warpzone_refsys")
525 // ignore, especially: do not overwrite the refsys parameters
527 else if(e.classname == "trigger_warpzone")
529 e.WarpZone_findradius_next = wz;
531 e.WarpZone_findradius_hit = 1;
532 e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
533 e.enemy.WarpZone_findradius_hit = 1;
537 e.warpzone_transform = transform;
538 e.warpzone_shift = shift;
539 e.WarpZone_findradius_hit = 1;
543 for(e = wz; e; e = e.WarpZone_findradius_next)
545 org0_new = WarpZone_TransformOrigin(e, org);
546 traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
547 org_new = trace_endpos;
549 transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
550 shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
551 WarpZone_FindRadius_Recurse(
553 bound(0, rad - vlen(org_new - org0_new), rad - 8),
555 transform_new, shift_new,
557 e.WarpZone_findradius_hit = 0;
558 e.enemy.WarpZone_findradius_hit = 0;
561 entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
564 WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
565 e0 = findchainfloat(WarpZone_findradius_hit, 1);
566 for(e = e0; e; e = e.chain)
567 e.WarpZone_findradius_hit = 0;
571 .entity WarpZone_refsys;
572 void WarpZone_RefSys_GC()
574 // garbage collect unused reference systems
575 self.nextthink = time + 1;
576 if(self.owner.WarpZone_refsys != self)
579 void WarpZone_RefSys_Add(entity me, entity wz)
581 if(me.WarpZone_refsys.owner != me)
583 me.WarpZone_refsys = spawn();
584 me.WarpZone_refsys.classname = "warpzone_refsys";
585 me.WarpZone_refsys.owner = me;
586 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
587 me.WarpZone_refsys.nextthink = time + 1;
588 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
591 WarpZone_Accumulator_Add(me.WarpZone_refsys, wz);
593 .vector WarpZone_refsys_incremental_shift;
594 .vector WarpZone_refsys_incremental_transform;
595 void WarpZone_RefSys_AddIncrementally(entity me, entity ref)
598 if(me.WarpZone_refsys_incremental_transform == ref.WarpZone_refsys.warpzone_transform)
599 if(me.WarpZone_refsys_incremental_shift == ref.WarpZone_refsys.warpzone_shift)
601 if(me.WarpZone_refsys.owner != me)
603 me.WarpZone_refsys = spawn();
604 me.WarpZone_refsys.classname = "warpzone_refsys";
605 me.WarpZone_refsys.owner = me;
606 me.WarpZone_refsys.think = WarpZone_RefSys_GC;
607 me.WarpZone_refsys.nextthink = time + 1;
608 WarpZone_Accumulator_Clear(me.WarpZone_refsys);
610 t = AnglesTransform_Invert(me.WarpZone_refsys_incremental_transform);
611 s = AnglesTransform_PrePostShift_GetPostShift(me.WarpZone_refsys_incremental_shift, t, '0 0 0');
612 WarpZone_Accumulator_AddTransform(me.WarpZone_refsys, t, s);
613 WarpZone_Accumulator_Add(me.WarpZone_refsys, ref);
614 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
615 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
617 void WarpZone_RefSys_BeginAddingIncrementally(entity me, entity ref)
619 me.WarpZone_refsys_incremental_shift = ref.WarpZone_refsys.warpzone_shift;
620 me.WarpZone_refsys_incremental_transform = ref.WarpZone_refsys.warpzone_transform;
622 vector WarpZone_RefSys_TransformOrigin(entity from, entity to, vector org)
624 if(from.WarpZone_refsys)
625 org = WarpZone_UnTransformOrigin(from.WarpZone_refsys, org);
626 if(to.WarpZone_refsys)
627 org = WarpZone_TransformOrigin(to.WarpZone_refsys, org);
630 vector WarpZone_RefSys_TransformVelocity(entity from, entity to, vector vel)
632 if(from.WarpZone_refsys)
633 vel = WarpZone_UnTransformVelocity(from.WarpZone_refsys, vel);
634 if(to.WarpZone_refsys)
635 vel = WarpZone_TransformVelocity(to.WarpZone_refsys, vel);
638 vector WarpZone_RefSys_TransformAngles(entity from, entity to, vector ang)
640 if(from.WarpZone_refsys)
641 ang = WarpZone_UnTransformAngles(from.WarpZone_refsys, ang);
642 if(to.WarpZone_refsys)
643 ang = WarpZone_TransformAngles(to.WarpZone_refsys, ang);
646 vector WarpZone_RefSys_TransformVAngles(entity from, entity to, vector ang)
648 if(from.WarpZone_refsys)
649 ang = WarpZone_UnTransformVAngles(from.WarpZone_refsys, ang);
650 if(to.WarpZone_refsys)
651 ang = WarpZone_TransformVAngles(to.WarpZone_refsys, ang);
654 entity WarpZone_RefSys_SpawnSameRefSys(entity me)
658 if(me.WarpZone_refsys)
660 e.WarpZone_refsys = spawn();
661 e.WarpZone_refsys.classname = "warpzone_refsys";
662 e.WarpZone_refsys.owner = e;
663 e.WarpZone_refsys.think = WarpZone_RefSys_GC;
664 e.WarpZone_refsys.nextthink = time + 1;
665 e.WarpZone_refsys.warpzone_shift = me.WarpZone_refsys.warpzone_shift;
666 e.WarpZone_refsys.warpzone_transform = me.WarpZone_refsys.warpzone_transform;