1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
4 void WarpZone_StoreProjectileData(entity e)
6 e.warpzone_oldorigin = e.origin;
7 e.warpzone_oldvelocity = e.velocity;
8 e.warpzone_oldangles = e.angles;
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
15 makevectors (to_angles);
18 setorigin (player, to);
19 player.oldorigin = to; // for DP's unsticking
20 player.angles = to_angles;
21 player.fixangle = TRUE;
22 player.velocity = to_velocity;
24 if(player.effects & EF_TELEPORT_BIT)
25 player.effects &~= EF_TELEPORT_BIT;
27 player.effects |= EF_TELEPORT_BIT;
29 if(player.classname == "player")
30 player.flags &~= FL_ONGROUND;
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleport(entity player)
37 vector o0, a0, v0, o1, a1, v1;
39 o0 = player.origin + player.view_ofs;
43 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
45 // no failure, we simply don't want to teleport yet; TODO in
46 // this situation we may want to create a temporary clone
47 // entity of the player to fix graphics glitch
49 o1 = WarpZone_TransformOrigin(self, o0);
50 v1 = WarpZone_TransformVelocity(self, v0);
51 if(player.classname == "player")
52 a1 = WarpZone_TransformVAngles(self, player.v_angle);
54 a1 = WarpZone_TransformAngles(self, a0);
56 // put him inside solid
57 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
63 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64 setorigin(player, o1);
65 if(WarpZoneLib_MoveOutOfSolid(player))
68 setsize(player, mi, ma);
69 setorigin(player, o0);
73 print("would have to put player in solid, won't do that\n");
74 setsize(player, mi, ma);
75 setorigin(player, o0 - player.view_ofs);
76 return 0; // cannot fix
80 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
82 print("inconsistent warp zones or evil roundoff error\n");
86 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
89 WarpZone_RefSys_Add(player, self);
90 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91 WarpZone_StoreProjectileData(player);
92 player.warpzone_teleport_time = time;
97 void WarpZone_Touch (void)
101 if(other.classname == "trigger_warpzone")
104 // FIXME needs a better check to know what is safe to teleport and what not
105 if(other.movetype == MOVETYPE_NONE)
108 if(WarpZoneLib_ExactTrigger_Touch())
112 if(WarpZone_Teleport(other))
114 if(self.aiment.target)
125 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
129 float WarpZone_Send(entity to, float sendflags)
131 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
133 // we must send this flag for clientside to match properly too
134 WriteByte(MSG_ENTITY, self.warpzone_isboxy);
136 // we need THESE to render the warpzone (and cull properly)...
137 WriteCoord(MSG_ENTITY, self.origin_x);
138 WriteCoord(MSG_ENTITY, self.origin_y);
139 WriteCoord(MSG_ENTITY, self.origin_z);
141 WriteShort(MSG_ENTITY, self.modelindex);
142 WriteCoord(MSG_ENTITY, self.mins_x);
143 WriteCoord(MSG_ENTITY, self.mins_y);
144 WriteCoord(MSG_ENTITY, self.mins_z);
145 WriteCoord(MSG_ENTITY, self.maxs_x);
146 WriteCoord(MSG_ENTITY, self.maxs_y);
147 WriteCoord(MSG_ENTITY, self.maxs_z);
148 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
150 // we need THESE to calculate the proper transform
151 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
152 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
153 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
154 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
155 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
156 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
157 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
158 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
159 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
160 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
161 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
162 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
167 float WarpZone_Camera_Send(entity to, float sendflags)
169 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
171 // we need THESE to render the warpzone (and cull properly)...
172 WriteCoord(MSG_ENTITY, self.origin_x);
173 WriteCoord(MSG_ENTITY, self.origin_y);
174 WriteCoord(MSG_ENTITY, self.origin_z);
176 WriteShort(MSG_ENTITY, self.modelindex);
177 WriteCoord(MSG_ENTITY, self.mins_x);
178 WriteCoord(MSG_ENTITY, self.mins_y);
179 WriteCoord(MSG_ENTITY, self.mins_z);
180 WriteCoord(MSG_ENTITY, self.maxs_x);
181 WriteCoord(MSG_ENTITY, self.maxs_y);
182 WriteCoord(MSG_ENTITY, self.maxs_z);
183 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
185 // we need THESE to calculate the proper transform
186 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
187 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
188 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
189 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
190 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
191 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
196 float WarpZone_CheckProjectileImpact()
198 // if self hit a warpzone, abort
202 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
209 // this approach transports the projectile at its full speed, but does
210 // not properly retain the projectile trail (but we can't retain it
211 // easily anyway without delaying the projectile by two frames, so who
213 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
214 setorigin(self, trace_endpos);
215 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
216 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
218 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
219 mpd = max(vlen(self.mins), vlen(self.maxs));
220 pd = WarpZone_TargetPlaneDist(wz, self.origin);
223 dpd = normalize(self.velocity) * self.warpzone_targetforward;
224 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
225 if(!WarpZoneLib_MoveOutOfSolid(self))
233 WarpZone_RefSys_Add(self, wz);
234 WarpZone_StoreProjectileData(self);
235 self.warpzone_teleport_time = time;
239 float WarpZone_Projectile_Touch()
241 if(other.classname == "trigger_warpzone")
243 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
245 if(WarpZone_CheckProjectileImpact())
247 if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
249 setorigin(self, self.warpzone_oldorigin);
250 self.velocity = self.warpzone_oldvelocity;
251 self.angles = self.warpzone_oldangles;
258 void WarpZone_InitStep_FindOriginTarget()
260 if(self.killtarget != "")
262 self.aiment = find(world, targetname, self.killtarget);
263 if(self.aiment == world)
265 error("Warp zone with nonexisting killtarget");
271 void WarpZonePosition_InitStep_FindTarget()
273 if(self.target == "")
275 error("Warp zone position with no target");
278 self.enemy = find(world, targetname, self.target);
279 if(self.enemy == world)
281 error("Warp zone position with nonexisting target");
284 if(self.enemy.aiment)
286 // already is positioned
287 error("Warp zone position targeting already oriented warpzone");
290 self.enemy.aiment = self;
293 void WarpZoneCamera_InitStep_FindTarget()
295 if(self.target == "")
297 error("Camera with no target");
300 self.enemy = find(world, targetname, self.target);
301 if(self.enemy == world)
303 error("Camera with nonexisting target");
306 ++warpzone_cameras_exist;
307 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
310 void WarpZone_InitStep_UpdateTransform()
312 vector org, ang, norm, point;
314 vector tri, a, b, c, p, q, n;
320 org = 0.5 * (self.mins + self.maxs);
322 norm = point = '0 0 0';
324 for(i_s = 0; ; ++i_s)
326 tex = getsurfacetexture(self, i_s);
328 break; // this is beyond the last one
329 if(tex == "textures/common/trigger")
331 n_t = getsurfacenumtriangles(self, i_s);
332 for(i_t = 0; i_t < n_t; ++i_t)
334 tri = getsurfacetriangle(self, i_s, i_t);
335 a = getsurfacepoint(self, i_s, tri_x);
336 b = getsurfacepoint(self, i_s, tri_y);
337 c = getsurfacepoint(self, i_s, tri_z);
340 n = '1 0 0' * (q_y * p_z - q_z * p_y)
341 + '0 1 0' * (q_z * p_x - q_x * p_z)
342 + '0 0 1' * (q_x * p_y - q_y * p_x);
343 area = area + vlen(n);
345 point = point + vlen(n) * (a + b + c);
350 norm = norm * (1 / area);
351 point = point * (1 / (3 * area));
352 if(vlen(norm) < 0.99)
354 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
355 area = 0; // no autofixing in this case
357 norm = normalize(norm);
362 org = self.aiment.origin;
363 ang = self.aiment.angles;
366 org = org - ((org - point) * norm) * norm; // project to plane
368 if(norm * v_forward < 0)
370 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
373 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
375 if(norm * v_forward < 0.99)
376 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
377 if(vlen(org - self.aiment.origin) > 0.5)
378 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
384 ang = vectoangles(norm);
388 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
390 self.warpzone_origin = org;
391 self.warpzone_angles = ang;
394 void WarpZone_InitStep_ClearTarget()
397 self.enemy.enemy = world;
401 entity warpzone_first; .entity warpzone_next;
402 void WarpZone_InitStep_FindTarget()
410 // this way only one of the two ents needs to target
411 if(self.target != "")
413 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
416 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
418 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
419 if(random() * ++i < 1)
424 error("Warpzone with non-existing target");
432 void WarpZone_InitStep_FinalizeTransform()
434 if(!self.enemy || self.enemy.enemy != self)
436 error("Invalid warp zone detected. Killed.");
440 ++warpzone_warpzones_exist;
441 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
442 self.touch = WarpZone_Touch;
443 self.SendFlags = 0xFFFFFF;
446 float warpzone_initialized;
447 entity warpzone_first;
448 entity warpzone_position_first;
449 entity warpzone_camera_first;
450 .entity warpzone_next;
451 void spawnfunc_misc_warpzone_position(void)
453 // "target", "angles", "origin"
454 self.warpzone_next = warpzone_position_first;
455 warpzone_position_first = self;
457 void spawnfunc_trigger_warpzone_position(void)
459 spawnfunc_misc_warpzone_position();
461 void spawnfunc_trigger_warpzone(void)
463 // warp zone entities must have:
464 // "killtarget" pointing to a target_position with a direction arrow
465 // that points AWAY from the warp zone, and that is inside
466 // the warp zone trigger
467 // "target" pointing to an identical warp zone at another place in
468 // the map, with another killtarget to designate its
472 self.scale = self.modelscale;
477 WarpZoneLib_ExactTrigger_Init();
481 setmodel(self, m); // no precision needed
483 setorigin(self, self.origin);
485 setsize(self, self.mins * self.scale, self.maxs * self.scale);
487 setsize(self, self.mins, self.maxs);
488 self.SendEntity = WarpZone_Send;
489 self.SendFlags = 0xFFFFFF;
490 self.effects |= EF_NODEPTHTEST;
491 self.warpzone_next = warpzone_first;
492 warpzone_first = self;
494 void spawnfunc_func_camera(void)
497 self.scale = self.modelscale;
502 precache_model(self.model);
503 setmodel(self, self.model); // no precision needed
505 setorigin(self, self.origin);
507 setsize(self, self.mins * self.scale, self.maxs * self.scale);
509 setsize(self, self.mins, self.maxs);
511 self.solid = SOLID_BSP;
512 else if(self.solid < 0)
513 self.solid = SOLID_NOT;
514 self.SendEntity = WarpZone_Camera_Send;
515 self.SendFlags = 0xFFFFFF;
516 self.warpzone_next = warpzone_camera_first;
517 warpzone_camera_first = self;
519 void WarpZones_Reconnect()
523 for(self = warpzone_first; self; self = self.warpzone_next)
524 WarpZone_InitStep_ClearTarget();
525 for(self = warpzone_first; self; self = self.warpzone_next)
526 WarpZone_InitStep_FindTarget();
527 for(self = warpzone_first; self; self = self.warpzone_next)
528 WarpZone_InitStep_FinalizeTransform();
532 void WarpZone_StartFrame()
535 if(warpzone_initialized == 0)
537 warpzone_initialized = 1;
539 for(self = warpzone_first; self; self = self.warpzone_next)
540 WarpZone_InitStep_FindOriginTarget();
541 for(self = warpzone_position_first; self; self = self.warpzone_next)
542 WarpZonePosition_InitStep_FindTarget();
543 for(self = warpzone_camera_first; self; self = self.warpzone_next)
544 WarpZoneCamera_InitStep_FindTarget();
545 for(self = warpzone_first; self; self = self.warpzone_next)
546 WarpZone_InitStep_UpdateTransform();
548 WarpZones_Reconnect();
550 for(e = world; (e = nextent(e)); )
551 WarpZone_StoreProjectileData(e);
554 void trigger_warpzone_reconnect_use()
558 // NOTE: this matches for target, not targetname, but of course
559 // targetname must be set too on the other entities
560 for(self = warpzone_first; self; self = self.warpzone_next)
561 if(e.target == "" || self.target == e.target)
562 WarpZone_InitStep_ClearTarget();
563 for(self = warpzone_first; self; self = self.warpzone_next)
564 if(e.target == "" || self.target == e.target)
565 WarpZone_InitStep_FindTarget();
566 for(self = warpzone_first; self; self = self.warpzone_next)
567 if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
568 WarpZone_InitStep_FinalizeTransform();
572 void spawnfunc_trigger_warpzone_reconnect()
574 self.use = trigger_warpzone_reconnect_use;
577 void spawnfunc_target_warpzone_reconnect()
579 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(