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)
48 vector o0, a0, v0, o1, a1, v1;
50 o0 = player.origin + player.view_ofs;
54 if(WarpZone_PlaneDist(wz, o0) >= 0) // wrong side of the trigger_warpzone
56 // no failure, we simply don't want to teleport yet; TODO in
57 // this situation we may want to create a temporary clone
58 // entity of the player to fix graphics glitch
60 o1 = WarpZone_TransformOrigin(wz, o0);
61 v1 = WarpZone_TransformVelocity(wz, v0);
62 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
63 a1 = WarpZone_TransformVAngles(wz, player.v_angle);
65 a1 = WarpZone_TransformAngles(wz, a0);
67 // put him inside solid
68 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
71 setorigin(player, o1 - player.view_ofs);
72 if(WarpZoneLib_MoveOutOfSolid(player))
74 o1 = player.origin + player.view_ofs;
75 setorigin(player, o0 - player.view_ofs);
79 print("would have to put player in solid, won't do that\n");
80 setorigin(player, o0 - player.view_ofs);
81 return 0; // cannot fix
85 if(WarpZone_TargetPlaneDist(wz, o1) <= 0)
87 print("inconsistent warp zones or evil roundoff error\n");
91 WarpZone_RefSys_Add(player, wz);
92 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
93 WarpZone_StoreProjectileData(player);
94 player.warpzone_teleport_time = time;
95 player.warpzone_teleport_zone = wz;
97 #ifndef WARPZONE_USE_FIXANGLE
98 // instead of fixangle, send the transform to the client for smoother operation
99 player.fixangle = FALSE;
102 setmodel(ts, "null");
103 ts.SendEntity = WarpZone_Teleported_Send;
104 ts.SendFlags = 0xFFFFFF;
105 ts.drawonlytoclient = player;
106 ts.think = SUB_Remove;
107 ts.nextthink = time + 1;
110 ts.effects = EF_NODEPTHTEST;
111 ts.classname = "warpzone_teleported";
112 ts.angles = wz.warpzone_transform;
118 void WarpZone_Touch (void)
122 if(other.classname == "trigger_warpzone")
125 // FIXME needs a better check to know what is safe to teleport and what not
126 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
129 if(WarpZoneLib_ExactTrigger_Touch())
133 if(WarpZone_Teleport(other))
138 save1 = self.target; self.target = string_null;
139 save2 = self.target3; self.target3 = string_null;
141 if not(self.target) self.target = save1;
142 if not(self.target3) self.target3 = save2;
146 save1 = self.target; self.target = string_null;
147 save2 = self.target2; self.target2 = string_null;
149 if not(self.target) self.target = save1;
150 if not(self.target2) self.target2 = save2;
155 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
159 float WarpZone_Send(entity to, float sendflags)
162 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
164 // we must send this flag for clientside to match properly too
166 if(self.warpzone_isboxy)
168 if(self.warpzone_fadestart)
170 if(self.origin != '0 0 0')
172 WriteByte(MSG_ENTITY, f);
174 // we need THESE to render the warpzone (and cull properly)...
177 WriteCoord(MSG_ENTITY, self.origin_x);
178 WriteCoord(MSG_ENTITY, self.origin_y);
179 WriteCoord(MSG_ENTITY, self.origin_z);
182 WriteShort(MSG_ENTITY, self.modelindex);
183 WriteCoord(MSG_ENTITY, self.mins_x);
184 WriteCoord(MSG_ENTITY, self.mins_y);
185 WriteCoord(MSG_ENTITY, self.mins_z);
186 WriteCoord(MSG_ENTITY, self.maxs_x);
187 WriteCoord(MSG_ENTITY, self.maxs_y);
188 WriteCoord(MSG_ENTITY, self.maxs_z);
189 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
191 // we need THESE to calculate the proper transform
192 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
193 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
194 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
195 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
196 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
197 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
198 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
199 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
200 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
201 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
202 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
203 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
207 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
208 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
214 float WarpZone_Camera_Send(entity to, float sendflags)
217 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
219 if(self.warpzone_fadestart)
221 if(self.origin != '0 0 0')
223 WriteByte(MSG_ENTITY, f);
225 // we need THESE to render the warpzone (and cull properly)...
228 WriteCoord(MSG_ENTITY, self.origin_x);
229 WriteCoord(MSG_ENTITY, self.origin_y);
230 WriteCoord(MSG_ENTITY, self.origin_z);
233 WriteShort(MSG_ENTITY, self.modelindex);
234 WriteCoord(MSG_ENTITY, self.mins_x);
235 WriteCoord(MSG_ENTITY, self.mins_y);
236 WriteCoord(MSG_ENTITY, self.mins_z);
237 WriteCoord(MSG_ENTITY, self.maxs_x);
238 WriteCoord(MSG_ENTITY, self.maxs_y);
239 WriteCoord(MSG_ENTITY, self.maxs_z);
240 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
242 // we need THESE to calculate the proper transform
243 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
244 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
245 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
246 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
247 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
248 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
252 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
253 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
259 float WarpZone_CheckProjectileImpact()
263 vector o0, a0, v0, o1, a1, v1;
265 o0 = player.origin + player.view_ofs;
266 v0 = player.velocity;
269 // if player hit a warpzone, abort
272 wz = WarpZone_Find(o0 + player.mins, o0 + player.maxs);
275 if(player.warpzone_teleport_time == time)
277 // 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)
278 // print("2 warps 1 frame\n");
282 // this approach transports the projectile at its full speed, but does
283 // not properly retain the projectile trail (but we can't retain it
284 // easily anyway without delaying the projectile by two frames, so who
286 WarpZone_TraceBox_ThroughZone(player.warpzone_oldorigin, player.mins, player.maxs, player.warpzone_oldorigin + player.warpzone_oldvelocity * frametime, MOVE_NORMAL, player, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
287 o1 = trace_endpos + player.view_ofs;
288 a1 = WarpZone_TransformAngles(WarpZone_trace_transform, a0);
289 v1 = WarpZone_TransformVelocity(WarpZone_trace_transform, player.warpzone_oldvelocity);
291 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
292 mpd = max(vlen(player.mins), vlen(player.maxs));
293 pd = WarpZone_TargetPlaneDist(wz, o1);
296 dpd = normalize(v1) * wz.warpzone_targetforward;
297 o1 = o1 + normalize(v1) * ((mpd - pd) / dpd);
298 setorigin(player, o1 - player.view_ofs);
299 if(WarpZoneLib_MoveOutOfSolid(player))
301 o1 = player.origin + player.view_ofs;
302 setorigin(player, o0 - player.view_ofs);
306 print("would have to put player in solid, won't do that\n");
307 setorigin(player, o0 - player.view_ofs);
308 return 0; // cannot fix
312 WarpZone_RefSys_Add(player, wz);
313 WarpZone_TeleportPlayer(wz, player, o1 - player.view_ofs, a1, v1);
314 WarpZone_StoreProjectileData(player);
315 player.warpzone_teleport_time = time;
316 player.warpzone_teleport_zone = wz;
320 float WarpZone_Projectile_Touch()
323 if(other.classname == "trigger_warpzone")
325 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
327 if((f = WarpZone_CheckProjectileImpact()) != 0)
329 if(self.warpzone_teleport_time == time)
331 // sequence: hit warpzone, get teleported, hit wall
332 // print("2 hits 1 frame\n");
333 setorigin(self, self.warpzone_oldorigin);
334 self.velocity = self.warpzone_oldvelocity;
335 self.angles = self.warpzone_oldangles;
341 void WarpZone_InitStep_FindOriginTarget()
343 if(self.killtarget != "")
345 self.aiment = find(world, targetname, self.killtarget);
346 if(self.aiment == world)
348 error("Warp zone with nonexisting killtarget");
351 self.killtarget = string_null;
355 void WarpZonePosition_InitStep_FindTarget()
357 if(self.target == "")
359 error("Warp zone position with no target");
362 self.enemy = find(world, targetname, self.target);
363 if(self.enemy == world)
365 error("Warp zone position with nonexisting target");
368 if(self.enemy.aiment)
370 // already is positioned
371 error("Warp zone position targeting already oriented warpzone");
374 self.enemy.aiment = self;
377 void WarpZoneCamera_Think(void)
379 if(self.warpzone_save_origin != self.origin
380 || self.warpzone_save_angles != self.angles
381 || self.warpzone_save_eorigin != self.enemy.origin
382 || self.warpzone_save_eangles != self.enemy.angles)
384 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
385 self.warpzone_save_origin = self.origin;
386 self.warpzone_save_angles = self.angles;
387 self.warpzone_save_eorigin = self.enemy.origin;
388 self.warpzone_save_eangles = self.enemy.angles;
390 self.nextthink = time;
393 void WarpZoneCamera_InitStep_FindTarget()
397 if(self.target == "")
399 error("Camera with no target");
403 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
404 if(random() * ++i < 1)
406 if(self.enemy == world)
408 error("Camera with nonexisting target");
411 warpzone_cameras_exist = 1;
412 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
413 self.SendFlags = 0xFFFFFF;
414 if(self.spawnflags & 1)
416 self.think = WarpZoneCamera_Think;
417 self.nextthink = time;
423 void WarpZone_InitStep_UpdateTransform()
425 vector org, ang, norm, point;
427 vector tri, a, b, c, p, q, n;
433 org = 0.5 * (self.mins + self.maxs);
435 norm = point = '0 0 0';
437 for(i_s = 0; ; ++i_s)
439 tex = getsurfacetexture(self, i_s);
441 break; // this is beyond the last one
442 if(tex == "textures/common/trigger" || tex == "trigger")
444 n_t = getsurfacenumtriangles(self, i_s);
445 for(i_t = 0; i_t < n_t; ++i_t)
447 tri = getsurfacetriangle(self, i_s, i_t);
448 a = getsurfacepoint(self, i_s, tri_x);
449 b = getsurfacepoint(self, i_s, tri_y);
450 c = getsurfacepoint(self, i_s, tri_z);
453 n = '1 0 0' * (q_y * p_z - q_z * p_y)
454 + '0 1 0' * (q_z * p_x - q_x * p_z)
455 + '0 0 1' * (q_x * p_y - q_y * p_x);
456 area = area + vlen(n);
458 point = point + vlen(n) * (a + b + c);
463 norm = norm * (1 / area);
464 point = point * (1 / (3 * area));
465 if(vlen(norm) < 0.99)
467 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
468 area = 0; // no autofixing in this case
470 norm = normalize(norm);
475 org = self.aiment.origin;
476 ang = self.aiment.angles;
479 org = org - ((org - point) * norm) * norm; // project to plane
481 if(norm * v_forward < 0)
483 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
486 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
488 if(norm * v_forward < 0.99)
489 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
490 if(vlen(org - self.aiment.origin) > 0.5)
491 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
497 ang = vectoangles(norm);
501 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
503 self.warpzone_origin = org;
504 self.warpzone_angles = ang;
507 void WarpZone_InitStep_ClearTarget()
510 self.enemy.enemy = world;
514 entity warpzone_first; .entity warpzone_next;
515 void WarpZone_InitStep_FindTarget()
523 // this way only one of the two ents needs to target
524 if(self.target != "")
526 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
529 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
531 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
532 if(random() * ++i < 1)
537 error("Warpzone with non-existing target");
545 void WarpZone_Think();
546 void WarpZone_InitStep_FinalizeTransform()
548 if(!self.enemy || self.enemy.enemy != self)
550 error("Invalid warp zone detected. Killed.");
554 warpzone_warpzones_exist = 1;
555 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
556 self.touch = WarpZone_Touch;
557 self.SendFlags = 0xFFFFFF;
558 if(self.spawnflags & 1)
560 self.think = WarpZone_Think;
561 self.nextthink = time;
567 float warpzone_initialized;
568 entity warpzone_first;
569 entity warpzone_position_first;
570 entity warpzone_camera_first;
571 .entity warpzone_next;
572 void spawnfunc_misc_warpzone_position(void)
574 // "target", "angles", "origin"
575 self.warpzone_next = warpzone_position_first;
576 warpzone_position_first = self;
578 void spawnfunc_trigger_warpzone_position(void)
580 spawnfunc_misc_warpzone_position();
582 void spawnfunc_trigger_warpzone(void)
584 // warp zone entities must have:
585 // "killtarget" pointing to a target_position with a direction arrow
586 // that points AWAY from the warp zone, and that is inside
587 // the warp zone trigger
588 // "target" pointing to an identical warp zone at another place in
589 // the map, with another killtarget to designate its
592 #ifndef WARPZONE_USE_FIXANGLE
593 // used when teleporting
594 precache_model("null");
598 self.scale = self.modelscale;
603 WarpZoneLib_ExactTrigger_Init();
607 setmodel(self, m); // no precision needed
609 setorigin(self, self.origin);
611 setsize(self, self.mins * self.scale, self.maxs * self.scale);
613 setsize(self, self.mins, self.maxs);
614 self.SendEntity = WarpZone_Send;
615 self.SendFlags = 0xFFFFFF;
616 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
617 self.warpzone_next = warpzone_first;
618 warpzone_first = self;
620 void spawnfunc_func_camera(void)
623 self.scale = self.modelscale;
628 precache_model(self.model);
629 setmodel(self, self.model); // no precision needed
631 setorigin(self, self.origin);
633 setsize(self, self.mins * self.scale, self.maxs * self.scale);
635 setsize(self, self.mins, self.maxs);
637 self.solid = SOLID_BSP;
638 else if(self.solid < 0)
639 self.solid = SOLID_NOT;
640 self.SendEntity = WarpZone_Camera_Send;
641 self.SendFlags = 0xFFFFFF;
642 self.warpzone_next = warpzone_camera_first;
643 warpzone_camera_first = self;
645 void WarpZones_Reconnect()
649 for(self = warpzone_first; self; self = self.warpzone_next)
650 WarpZone_InitStep_ClearTarget();
651 for(self = warpzone_first; self; self = self.warpzone_next)
652 WarpZone_InitStep_FindTarget();
653 for(self = warpzone_camera_first; self; self = self.warpzone_next)
654 WarpZoneCamera_InitStep_FindTarget();
655 for(self = warpzone_first; self; self = self.warpzone_next)
656 WarpZone_InitStep_FinalizeTransform();
660 void WarpZone_Think()
662 if(self.warpzone_save_origin != self.origin
663 || self.warpzone_save_angles != self.angles
664 || self.warpzone_save_eorigin != self.enemy.origin
665 || self.warpzone_save_eangles != self.enemy.angles)
669 WarpZone_InitStep_UpdateTransform();
671 WarpZone_InitStep_UpdateTransform();
673 WarpZone_InitStep_FinalizeTransform();
675 WarpZone_InitStep_FinalizeTransform();
677 self.warpzone_save_origin = self.origin;
678 self.warpzone_save_angles = self.angles;
679 self.warpzone_save_eorigin = self.enemy.origin;
680 self.warpzone_save_eangles = self.enemy.angles;
682 self.nextthink = time;
685 void WarpZone_StartFrame()
688 if(warpzone_initialized == 0)
690 warpzone_initialized = 1;
692 for(self = warpzone_first; self; self = self.warpzone_next)
693 WarpZone_InitStep_FindOriginTarget();
694 for(self = warpzone_position_first; self; self = self.warpzone_next)
695 WarpZonePosition_InitStep_FindTarget();
696 for(self = warpzone_first; self; self = self.warpzone_next)
697 WarpZone_InitStep_UpdateTransform();
699 WarpZones_Reconnect();
702 if(warpzone_warpzones_exist)
704 entity oldself, oldother;
707 for(e = world; (e = nextent(e)); )
709 WarpZone_StoreProjectileData(e);
712 if(f == CLIENTTYPE_REAL)
714 if(e.solid != SOLID_NOT) // not spectating?
716 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
718 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
722 if(WarpZoneLib_ExactTrigger_Touch())
724 WarpZone_Teleport(e); // NOT triggering targets by this!
726 if(f == CLIENTTYPE_NOTACLIENT)
728 for(; (e = nextent(e)); )
729 WarpZone_StoreProjectileData(e);
738 .float warpzone_reconnecting;
739 float visible_to_some_client(entity ent)
742 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
743 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
744 if(checkpvs(e.origin + e.view_ofs, ent))
748 void trigger_warpzone_reconnect_use()
752 // NOTE: this matches for target, not targetname, but of course
753 // targetname must be set too on the other entities
754 for(self = warpzone_first; self; self = self.warpzone_next)
755 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
756 for(self = warpzone_camera_first; self; self = self.warpzone_next)
757 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
758 for(self = warpzone_first; self; self = self.warpzone_next)
759 if(self.warpzone_reconnecting)
760 WarpZone_InitStep_ClearTarget();
761 for(self = warpzone_first; self; self = self.warpzone_next)
762 if(self.warpzone_reconnecting)
763 WarpZone_InitStep_FindTarget();
764 for(self = warpzone_camera_first; self; self = self.warpzone_next)
765 if(self.warpzone_reconnecting)
766 WarpZoneCamera_InitStep_FindTarget();
767 for(self = warpzone_first; self; self = self.warpzone_next)
768 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
769 WarpZone_InitStep_FinalizeTransform();
773 void spawnfunc_trigger_warpzone_reconnect()
775 self.use = trigger_warpzone_reconnect_use;
778 void spawnfunc_target_warpzone_reconnect()
780 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
783 void WarpZone_PlayerPhysics_FixVAngle(void)
785 #ifndef WARPZONE_DONT_FIX_VANGLE
786 if(clienttype(self) == CLIENTTYPE_REAL)
787 if(self.v_angle_z <= 360) // if not already adjusted
788 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
790 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
791 self.v_angle_z += 720; // mark as adjusted