2 .vector warpzone_save_origin;
3 .vector warpzone_save_angles;
4 .vector warpzone_save_eorigin;
5 .vector warpzone_save_eangles;
8 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
9 .float warpzone_teleport_time;
10 .entity warpzone_teleport_zone;
12 void WarpZone_StoreProjectileData(entity e)
14 e.warpzone_oldorigin = e.origin;
15 e.warpzone_oldvelocity = e.velocity;
16 e.warpzone_oldangles = e.angles;
19 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
21 setorigin (player, to);
22 player.oldorigin = to; // for DP's unsticking
23 player.angles = to_angles;
24 player.fixangle = TRUE;
25 player.velocity = to_velocity;
27 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
29 if(player.classname == "player")
30 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleported_Send(entity to, float sf)
37 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
38 WriteCoord(MSG_ENTITY, self.angles_x);
39 WriteCoord(MSG_ENTITY, self.angles_y);
40 WriteCoord(MSG_ENTITY, self.angles_z);
44 float WarpZone_Teleport(entity player)
46 vector o0, a0, v0, o1, a1, v1;
48 o0 = player.origin + player.view_ofs;
52 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
54 // no failure, we simply don't want to teleport yet; TODO in
55 // this situation we may want to create a temporary clone
56 // entity of the player to fix graphics glitch
58 o1 = WarpZone_TransformOrigin(self, o0);
59 v1 = WarpZone_TransformVelocity(self, v0);
60 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
61 a1 = WarpZone_TransformVAngles(self, player.v_angle);
63 a1 = WarpZone_TransformAngles(self, a0);
65 // put him inside solid
66 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
72 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
73 setorigin(player, o1);
74 if(WarpZoneLib_MoveOutOfSolid(player))
77 setsize(player, mi, ma);
78 setorigin(player, o0);
82 print("would have to put player in solid, won't do that\n");
83 setsize(player, mi, ma);
84 setorigin(player, o0 - player.view_ofs);
85 return 0; // cannot fix
89 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
91 print("inconsistent warp zones or evil roundoff error\n");
95 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
98 WarpZone_RefSys_Add(player, self);
99 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
100 WarpZone_StoreProjectileData(player);
101 player.warpzone_teleport_time = time;
102 player.warpzone_teleport_zone = self;
103 #ifndef WARPZONE_USE_FIXANGLE
104 // instead of fixangle, send the transform to the client for smoother operation
105 player.fixangle = FALSE;
108 setmodel(ts, "null");
109 ts.SendEntity = WarpZone_Teleported_Send;
110 ts.SendFlags = 0xFFFFFF;
111 ts.drawonlytoclient = player;
112 ts.think = SUB_Remove;
113 ts.nextthink = time + 1;
116 ts.effects = EF_NODEPTHTEST;
117 ts.classname = "warpzone_teleported";
118 ts.angles = self.warpzone_transform;
124 void WarpZone_Touch (void)
128 if(other.classname == "trigger_warpzone")
131 // FIXME needs a better check to know what is safe to teleport and what not
132 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
135 if(WarpZoneLib_ExactTrigger_Touch())
139 if(WarpZone_Teleport(other))
144 save1 = self.target; self.target = string_null;
145 save2 = self.target3; self.target3 = string_null;
147 if not(self.target) self.target = save1;
148 if not(self.target3) self.target3 = save2;
152 save1 = self.target; self.target = string_null;
153 save2 = self.target2; self.target2 = string_null;
155 if not(self.target) self.target = save1;
156 if not(self.target2) self.target2 = save2;
161 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
165 float WarpZone_Send(entity to, float sendflags)
168 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
170 // we must send this flag for clientside to match properly too
172 if(self.warpzone_isboxy)
174 if(self.warpzone_fadestart)
176 if(self.origin != '0 0 0')
178 WriteByte(MSG_ENTITY, f);
180 // we need THESE to render the warpzone (and cull properly)...
183 WriteCoord(MSG_ENTITY, self.origin_x);
184 WriteCoord(MSG_ENTITY, self.origin_y);
185 WriteCoord(MSG_ENTITY, self.origin_z);
188 WriteShort(MSG_ENTITY, self.modelindex);
189 WriteCoord(MSG_ENTITY, self.mins_x);
190 WriteCoord(MSG_ENTITY, self.mins_y);
191 WriteCoord(MSG_ENTITY, self.mins_z);
192 WriteCoord(MSG_ENTITY, self.maxs_x);
193 WriteCoord(MSG_ENTITY, self.maxs_y);
194 WriteCoord(MSG_ENTITY, self.maxs_z);
195 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
197 // we need THESE to calculate the proper transform
198 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
199 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
200 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
201 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
202 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
203 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
204 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
205 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
206 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
207 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
208 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
209 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
213 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
214 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
220 float WarpZone_Camera_Send(entity to, float sendflags)
223 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
225 if(self.warpzone_fadestart)
227 if(self.origin != '0 0 0')
229 WriteByte(MSG_ENTITY, f);
231 // we need THESE to render the warpzone (and cull properly)...
234 WriteCoord(MSG_ENTITY, self.origin_x);
235 WriteCoord(MSG_ENTITY, self.origin_y);
236 WriteCoord(MSG_ENTITY, self.origin_z);
239 WriteShort(MSG_ENTITY, self.modelindex);
240 WriteCoord(MSG_ENTITY, self.mins_x);
241 WriteCoord(MSG_ENTITY, self.mins_y);
242 WriteCoord(MSG_ENTITY, self.mins_z);
243 WriteCoord(MSG_ENTITY, self.maxs_x);
244 WriteCoord(MSG_ENTITY, self.maxs_y);
245 WriteCoord(MSG_ENTITY, self.maxs_z);
246 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
248 // we need THESE to calculate the proper transform
249 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
250 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
251 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
252 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
253 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
254 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
258 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
259 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
265 float WarpZone_CheckProjectileImpact()
267 // FIXME make this use WarpZone_Teleport
269 // if self hit a warpzone, abort
273 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
276 if(self.warpzone_teleport_time == time)
278 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
279 // print("2 warps 1 frame\n");
286 // this approach transports the projectile at its full speed, but does
287 // not properly retain the projectile trail (but we can't retain it
288 // easily anyway without delaying the projectile by two frames, so who
290 WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
291 setorigin(self, trace_endpos);
292 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
293 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
295 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
296 mpd = max(vlen(self.mins), vlen(self.maxs));
297 pd = WarpZone_TargetPlaneDist(wz, self.origin);
300 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
301 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
302 if(!WarpZoneLib_MoveOutOfSolid(self))
311 WarpZone_RefSys_Add(self, wz);
313 BITXOR_ASSIGN(self.effects, EF_TELEPORT_BIT);
314 WarpZone_PostTeleportPlayer_Callback(self);
316 WarpZone_StoreProjectileData(self);
317 self.warpzone_teleport_time = time;
318 self.warpzone_teleport_zone = wz;
322 float WarpZone_Projectile_Touch()
325 if(other.classname == "trigger_warpzone")
327 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
329 if((f = WarpZone_CheckProjectileImpact()) != 0)
331 if(self.warpzone_teleport_time == time)
333 // sequence: hit warpzone, get teleported, hit wall
334 // print("2 hits 1 frame\n");
335 setorigin(self, self.warpzone_oldorigin);
336 self.velocity = self.warpzone_oldvelocity;
337 self.angles = self.warpzone_oldangles;
343 void WarpZone_InitStep_FindOriginTarget()
345 if(self.killtarget != "")
347 self.aiment = find(world, targetname, self.killtarget);
348 if(self.aiment == world)
350 error("Warp zone with nonexisting killtarget");
353 self.killtarget = string_null;
357 void WarpZonePosition_InitStep_FindTarget()
359 if(self.target == "")
361 error("Warp zone position with no target");
364 self.enemy = find(world, targetname, self.target);
365 if(self.enemy == world)
367 error("Warp zone position with nonexisting target");
370 if(self.enemy.aiment)
372 // already is positioned
373 error("Warp zone position targeting already oriented warpzone");
376 self.enemy.aiment = self;
379 void WarpZoneCamera_Think(void)
381 if(self.warpzone_save_origin != self.origin
382 || self.warpzone_save_angles != self.angles
383 || self.warpzone_save_eorigin != self.enemy.origin
384 || self.warpzone_save_eangles != self.enemy.angles)
386 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
387 self.warpzone_save_origin = self.origin;
388 self.warpzone_save_angles = self.angles;
389 self.warpzone_save_eorigin = self.enemy.origin;
390 self.warpzone_save_eangles = self.enemy.angles;
392 self.nextthink = time;
395 void WarpZoneCamera_InitStep_FindTarget()
399 if(self.target == "")
401 error("Camera with no target");
405 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
406 if(random() * ++i < 1)
408 if(self.enemy == world)
410 error("Camera with nonexisting target");
413 warpzone_cameras_exist = 1;
414 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
415 self.SendFlags = 0xFFFFFF;
416 if(self.spawnflags & 1)
418 self.think = WarpZoneCamera_Think;
419 self.nextthink = time;
425 void WarpZone_InitStep_UpdateTransform()
427 vector org, ang, norm, point;
429 vector tri, a, b, c, p, q, n;
435 org = 0.5 * (self.mins + self.maxs);
437 norm = point = '0 0 0';
439 for(i_s = 0; ; ++i_s)
441 tex = getsurfacetexture(self, i_s);
443 break; // this is beyond the last one
444 if(tex == "textures/common/trigger" || tex == "trigger")
446 n_t = getsurfacenumtriangles(self, i_s);
447 for(i_t = 0; i_t < n_t; ++i_t)
449 tri = getsurfacetriangle(self, i_s, i_t);
450 a = getsurfacepoint(self, i_s, tri_x);
451 b = getsurfacepoint(self, i_s, tri_y);
452 c = getsurfacepoint(self, i_s, tri_z);
455 n = '1 0 0' * (q_y * p_z - q_z * p_y)
456 + '0 1 0' * (q_z * p_x - q_x * p_z)
457 + '0 0 1' * (q_x * p_y - q_y * p_x);
458 area = area + vlen(n);
460 point = point + vlen(n) * (a + b + c);
465 norm = norm * (1 / area);
466 point = point * (1 / (3 * area));
467 if(vlen(norm) < 0.99)
469 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
470 area = 0; // no autofixing in this case
472 norm = normalize(norm);
477 org = self.aiment.origin;
478 ang = self.aiment.angles;
481 org = org - ((org - point) * norm) * norm; // project to plane
483 if(norm * v_forward < 0)
485 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
488 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
490 if(norm * v_forward < 0.99)
491 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
492 if(vlen(org - self.aiment.origin) > 0.5)
493 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
499 ang = vectoangles(norm);
503 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
505 self.warpzone_origin = org;
506 self.warpzone_angles = ang;
509 void WarpZone_InitStep_ClearTarget()
512 self.enemy.enemy = world;
516 entity warpzone_first; .entity warpzone_next;
517 void WarpZone_InitStep_FindTarget()
525 // this way only one of the two ents needs to target
526 if(self.target != "")
528 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
531 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
533 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
534 if(random() * ++i < 1)
539 error("Warpzone with non-existing target");
547 void WarpZone_Think();
548 void WarpZone_InitStep_FinalizeTransform()
550 if(!self.enemy || self.enemy.enemy != self)
552 error("Invalid warp zone detected. Killed.");
556 warpzone_warpzones_exist = 1;
557 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
558 self.touch = WarpZone_Touch;
559 self.SendFlags = 0xFFFFFF;
560 if(self.spawnflags & 1)
562 self.think = WarpZone_Think;
563 self.nextthink = time;
569 float warpzone_initialized;
570 entity warpzone_first;
571 entity warpzone_position_first;
572 entity warpzone_camera_first;
573 .entity warpzone_next;
574 void spawnfunc_misc_warpzone_position(void)
576 // "target", "angles", "origin"
577 self.warpzone_next = warpzone_position_first;
578 warpzone_position_first = self;
580 void spawnfunc_trigger_warpzone_position(void)
582 spawnfunc_misc_warpzone_position();
584 void spawnfunc_trigger_warpzone(void)
586 // warp zone entities must have:
587 // "killtarget" pointing to a target_position with a direction arrow
588 // that points AWAY from the warp zone, and that is inside
589 // the warp zone trigger
590 // "target" pointing to an identical warp zone at another place in
591 // the map, with another killtarget to designate its
594 #ifndef WARPZONE_USE_FIXANGLE
595 // used when teleporting
596 precache_model("null");
600 self.scale = self.modelscale;
605 WarpZoneLib_ExactTrigger_Init();
609 setmodel(self, m); // no precision needed
611 setorigin(self, self.origin);
613 setsize(self, self.mins * self.scale, self.maxs * self.scale);
615 setsize(self, self.mins, self.maxs);
616 self.SendEntity = WarpZone_Send;
617 self.SendFlags = 0xFFFFFF;
618 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
619 self.warpzone_next = warpzone_first;
620 warpzone_first = self;
622 void spawnfunc_func_camera(void)
625 self.scale = self.modelscale;
630 precache_model(self.model);
631 setmodel(self, self.model); // no precision needed
633 setorigin(self, self.origin);
635 setsize(self, self.mins * self.scale, self.maxs * self.scale);
637 setsize(self, self.mins, self.maxs);
639 self.solid = SOLID_BSP;
640 else if(self.solid < 0)
641 self.solid = SOLID_NOT;
642 self.SendEntity = WarpZone_Camera_Send;
643 self.SendFlags = 0xFFFFFF;
644 self.warpzone_next = warpzone_camera_first;
645 warpzone_camera_first = self;
647 void WarpZones_Reconnect()
651 for(self = warpzone_first; self; self = self.warpzone_next)
652 WarpZone_InitStep_ClearTarget();
653 for(self = warpzone_first; self; self = self.warpzone_next)
654 WarpZone_InitStep_FindTarget();
655 for(self = warpzone_camera_first; self; self = self.warpzone_next)
656 WarpZoneCamera_InitStep_FindTarget();
657 for(self = warpzone_first; self; self = self.warpzone_next)
658 WarpZone_InitStep_FinalizeTransform();
662 void WarpZone_Think()
664 if(self.warpzone_save_origin != self.origin
665 || self.warpzone_save_angles != self.angles
666 || self.warpzone_save_eorigin != self.enemy.origin
667 || self.warpzone_save_eangles != self.enemy.angles)
671 WarpZone_InitStep_UpdateTransform();
673 WarpZone_InitStep_UpdateTransform();
675 WarpZone_InitStep_FinalizeTransform();
677 WarpZone_InitStep_FinalizeTransform();
679 self.warpzone_save_origin = self.origin;
680 self.warpzone_save_angles = self.angles;
681 self.warpzone_save_eorigin = self.enemy.origin;
682 self.warpzone_save_eangles = self.enemy.angles;
684 self.nextthink = time;
687 void WarpZone_StartFrame()
690 if(warpzone_initialized == 0)
692 warpzone_initialized = 1;
694 for(self = warpzone_first; self; self = self.warpzone_next)
695 WarpZone_InitStep_FindOriginTarget();
696 for(self = warpzone_position_first; self; self = self.warpzone_next)
697 WarpZonePosition_InitStep_FindTarget();
698 for(self = warpzone_first; self; self = self.warpzone_next)
699 WarpZone_InitStep_UpdateTransform();
701 WarpZones_Reconnect();
704 if(warpzone_warpzones_exist)
706 entity oldself, oldother;
709 for(e = world; (e = nextent(e)); )
711 WarpZone_StoreProjectileData(e);
714 if(f == CLIENTTYPE_REAL)
716 if(e.solid != SOLID_NOT) // not spectating?
718 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
720 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
724 if(WarpZoneLib_ExactTrigger_Touch())
726 WarpZone_Teleport(e); // NOT triggering targets by this!
728 if(f == CLIENTTYPE_NOTACLIENT)
730 for(; (e = nextent(e)); )
731 WarpZone_StoreProjectileData(e);
740 .float warpzone_reconnecting;
741 float visible_to_some_client(entity ent)
744 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
745 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
746 if(checkpvs(e.origin + e.view_ofs, ent))
750 void trigger_warpzone_reconnect_use()
754 // NOTE: this matches for target, not targetname, but of course
755 // targetname must be set too on the other entities
756 for(self = warpzone_first; self; self = self.warpzone_next)
757 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
758 for(self = warpzone_camera_first; self; self = self.warpzone_next)
759 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
760 for(self = warpzone_first; self; self = self.warpzone_next)
761 if(self.warpzone_reconnecting)
762 WarpZone_InitStep_ClearTarget();
763 for(self = warpzone_first; self; self = self.warpzone_next)
764 if(self.warpzone_reconnecting)
765 WarpZone_InitStep_FindTarget();
766 for(self = warpzone_camera_first; self; self = self.warpzone_next)
767 if(self.warpzone_reconnecting)
768 WarpZoneCamera_InitStep_FindTarget();
769 for(self = warpzone_first; self; self = self.warpzone_next)
770 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
771 WarpZone_InitStep_FinalizeTransform();
775 void spawnfunc_trigger_warpzone_reconnect()
777 self.use = trigger_warpzone_reconnect_use;
780 void spawnfunc_target_warpzone_reconnect()
782 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
785 void WarpZone_PlayerPhysics_FixVAngle(void)
787 #ifndef WARPZONE_DONT_FIX_VANGLE
788 if(clienttype(self) == CLIENTTYPE_REAL)
789 if(self.v_angle_z <= 360) // if not already adjusted
790 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
792 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
793 self.v_angle_z += 720; // mark as adjusted