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))
117 save1 = self.target; self.target = string_null;
118 save2 = self.target3; self.target3 = string_null;
120 if not(self.target) self.target = save1;
121 if not(self.target3) self.target3 = save2;
125 save1 = self.target; self.target = string_null;
126 save2 = self.target2; self.target2 = string_null;
128 if not(self.target) self.target = save1;
129 if not(self.target2) self.target2 = save2;
134 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
138 float WarpZone_Send(entity to, float sendflags)
140 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
142 // we must send this flag for clientside to match properly too
143 WriteByte(MSG_ENTITY, self.warpzone_isboxy);
145 // we need THESE to render the warpzone (and cull properly)...
146 WriteCoord(MSG_ENTITY, self.origin_x);
147 WriteCoord(MSG_ENTITY, self.origin_y);
148 WriteCoord(MSG_ENTITY, self.origin_z);
150 WriteShort(MSG_ENTITY, self.modelindex);
151 WriteCoord(MSG_ENTITY, self.mins_x);
152 WriteCoord(MSG_ENTITY, self.mins_y);
153 WriteCoord(MSG_ENTITY, self.mins_z);
154 WriteCoord(MSG_ENTITY, self.maxs_x);
155 WriteCoord(MSG_ENTITY, self.maxs_y);
156 WriteCoord(MSG_ENTITY, self.maxs_z);
157 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
159 // we need THESE to calculate the proper transform
160 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
161 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
162 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
163 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
164 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
165 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
166 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
167 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
168 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
169 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
170 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
171 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
176 float WarpZone_Camera_Send(entity to, float sendflags)
178 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
180 // we need THESE to render the warpzone (and cull properly)...
181 WriteCoord(MSG_ENTITY, self.origin_x);
182 WriteCoord(MSG_ENTITY, self.origin_y);
183 WriteCoord(MSG_ENTITY, self.origin_z);
185 WriteShort(MSG_ENTITY, self.modelindex);
186 WriteCoord(MSG_ENTITY, self.mins_x);
187 WriteCoord(MSG_ENTITY, self.mins_y);
188 WriteCoord(MSG_ENTITY, self.mins_z);
189 WriteCoord(MSG_ENTITY, self.maxs_x);
190 WriteCoord(MSG_ENTITY, self.maxs_y);
191 WriteCoord(MSG_ENTITY, self.maxs_z);
192 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
194 // we need THESE to calculate the proper transform
195 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
196 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
197 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
198 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
199 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
200 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
205 float WarpZone_CheckProjectileImpact()
207 // if self hit a warpzone, abort
211 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
218 // this approach transports the projectile at its full speed, but does
219 // not properly retain the projectile trail (but we can't retain it
220 // easily anyway without delaying the projectile by two frames, so who
222 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
223 setorigin(self, trace_endpos);
224 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
225 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
227 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
228 mpd = max(vlen(self.mins), vlen(self.maxs));
229 pd = WarpZone_TargetPlaneDist(wz, self.origin);
232 dpd = normalize(self.velocity) * self.warpzone_targetforward;
233 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
234 if(!WarpZoneLib_MoveOutOfSolid(self))
242 WarpZone_RefSys_Add(self, wz);
243 WarpZone_StoreProjectileData(self);
244 self.warpzone_teleport_time = time;
248 float WarpZone_Projectile_Touch()
250 if(other.classname == "trigger_warpzone")
252 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
254 if(WarpZone_CheckProjectileImpact())
256 if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
258 setorigin(self, self.warpzone_oldorigin);
259 self.velocity = self.warpzone_oldvelocity;
260 self.angles = self.warpzone_oldangles;
267 void WarpZone_InitStep_FindOriginTarget()
269 if(self.killtarget != "")
271 self.aiment = find(world, targetname, self.killtarget);
272 if(self.aiment == world)
274 error("Warp zone with nonexisting killtarget");
280 void WarpZonePosition_InitStep_FindTarget()
282 if(self.target == "")
284 error("Warp zone position with no target");
287 self.enemy = find(world, targetname, self.target);
288 if(self.enemy == world)
290 error("Warp zone position with nonexisting target");
293 if(self.enemy.aiment)
295 // already is positioned
296 error("Warp zone position targeting already oriented warpzone");
299 self.enemy.aiment = self;
302 void WarpZoneCamera_InitStep_FindTarget()
304 if(self.target == "")
306 error("Camera with no target");
309 self.enemy = find(world, targetname, self.target);
310 if(self.enemy == world)
312 error("Camera with nonexisting target");
315 ++warpzone_cameras_exist;
316 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
319 void WarpZone_InitStep_UpdateTransform()
321 vector org, ang, norm, point;
323 vector tri, a, b, c, p, q, n;
329 org = 0.5 * (self.mins + self.maxs);
331 norm = point = '0 0 0';
333 for(i_s = 0; ; ++i_s)
335 tex = getsurfacetexture(self, i_s);
337 break; // this is beyond the last one
338 if(tex == "textures/common/trigger")
340 n_t = getsurfacenumtriangles(self, i_s);
341 for(i_t = 0; i_t < n_t; ++i_t)
343 tri = getsurfacetriangle(self, i_s, i_t);
344 a = getsurfacepoint(self, i_s, tri_x);
345 b = getsurfacepoint(self, i_s, tri_y);
346 c = getsurfacepoint(self, i_s, tri_z);
349 n = '1 0 0' * (q_y * p_z - q_z * p_y)
350 + '0 1 0' * (q_z * p_x - q_x * p_z)
351 + '0 0 1' * (q_x * p_y - q_y * p_x);
352 area = area + vlen(n);
354 point = point + vlen(n) * (a + b + c);
359 norm = norm * (1 / area);
360 point = point * (1 / (3 * area));
361 if(vlen(norm) < 0.99)
363 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
364 area = 0; // no autofixing in this case
366 norm = normalize(norm);
371 org = self.aiment.origin;
372 ang = self.aiment.angles;
375 org = org - ((org - point) * norm) * norm; // project to plane
377 if(norm * v_forward < 0)
379 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
382 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
384 if(norm * v_forward < 0.99)
385 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
386 if(vlen(org - self.aiment.origin) > 0.5)
387 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
393 ang = vectoangles(norm);
397 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
399 self.warpzone_origin = org;
400 self.warpzone_angles = ang;
403 void WarpZone_InitStep_ClearTarget()
406 self.enemy.enemy = world;
410 entity warpzone_first; .entity warpzone_next;
411 void WarpZone_InitStep_FindTarget()
419 // this way only one of the two ents needs to target
420 if(self.target != "")
422 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
425 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
427 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
428 if(random() * ++i < 1)
433 error("Warpzone with non-existing target");
441 void WarpZone_InitStep_FinalizeTransform()
443 if(!self.enemy || self.enemy.enemy != self)
445 error("Invalid warp zone detected. Killed.");
449 ++warpzone_warpzones_exist;
450 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
451 self.touch = WarpZone_Touch;
452 self.SendFlags = 0xFFFFFF;
455 float warpzone_initialized;
456 entity warpzone_first;
457 entity warpzone_position_first;
458 entity warpzone_camera_first;
459 .entity warpzone_next;
460 void spawnfunc_misc_warpzone_position(void)
462 // "target", "angles", "origin"
463 self.warpzone_next = warpzone_position_first;
464 warpzone_position_first = self;
466 void spawnfunc_trigger_warpzone_position(void)
468 spawnfunc_misc_warpzone_position();
470 void spawnfunc_trigger_warpzone(void)
472 // warp zone entities must have:
473 // "killtarget" pointing to a target_position with a direction arrow
474 // that points AWAY from the warp zone, and that is inside
475 // the warp zone trigger
476 // "target" pointing to an identical warp zone at another place in
477 // the map, with another killtarget to designate its
481 self.scale = self.modelscale;
486 WarpZoneLib_ExactTrigger_Init();
490 setmodel(self, m); // no precision needed
492 setorigin(self, self.origin);
494 setsize(self, self.mins * self.scale, self.maxs * self.scale);
496 setsize(self, self.mins, self.maxs);
497 self.SendEntity = WarpZone_Send;
498 self.SendFlags = 0xFFFFFF;
499 self.effects |= EF_NODEPTHTEST;
500 self.warpzone_next = warpzone_first;
501 warpzone_first = self;
503 void spawnfunc_func_camera(void)
506 self.scale = self.modelscale;
511 precache_model(self.model);
512 setmodel(self, self.model); // no precision needed
514 setorigin(self, self.origin);
516 setsize(self, self.mins * self.scale, self.maxs * self.scale);
518 setsize(self, self.mins, self.maxs);
520 self.solid = SOLID_BSP;
521 else if(self.solid < 0)
522 self.solid = SOLID_NOT;
523 self.SendEntity = WarpZone_Camera_Send;
524 self.SendFlags = 0xFFFFFF;
525 self.warpzone_next = warpzone_camera_first;
526 warpzone_camera_first = self;
528 void WarpZones_Reconnect()
532 for(self = warpzone_first; self; self = self.warpzone_next)
533 WarpZone_InitStep_ClearTarget();
534 for(self = warpzone_first; self; self = self.warpzone_next)
535 WarpZone_InitStep_FindTarget();
536 for(self = warpzone_first; self; self = self.warpzone_next)
537 WarpZone_InitStep_FinalizeTransform();
541 void WarpZone_StartFrame()
544 if(warpzone_initialized == 0)
546 warpzone_initialized = 1;
548 for(self = warpzone_first; self; self = self.warpzone_next)
549 WarpZone_InitStep_FindOriginTarget();
550 for(self = warpzone_position_first; self; self = self.warpzone_next)
551 WarpZonePosition_InitStep_FindTarget();
552 for(self = warpzone_camera_first; self; self = self.warpzone_next)
553 WarpZoneCamera_InitStep_FindTarget();
554 for(self = warpzone_first; self; self = self.warpzone_next)
555 WarpZone_InitStep_UpdateTransform();
557 WarpZones_Reconnect();
559 for(e = world; (e = nextent(e)); )
560 WarpZone_StoreProjectileData(e);
563 void trigger_warpzone_reconnect_use()
567 // NOTE: this matches for target, not targetname, but of course
568 // targetname must be set too on the other entities
569 for(self = warpzone_first; self; self = self.warpzone_next)
570 if(e.target == "" || self.target == e.target)
571 WarpZone_InitStep_ClearTarget();
572 for(self = warpzone_first; self; self = self.warpzone_next)
573 if(e.target == "" || self.target == e.target)
574 WarpZone_InitStep_FindTarget();
575 for(self = warpzone_first; self; self = self.warpzone_next)
576 if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
577 WarpZone_InitStep_FinalizeTransform();
581 void spawnfunc_trigger_warpzone_reconnect()
583 self.use = trigger_warpzone_reconnect_use;
586 void spawnfunc_target_warpzone_reconnect()
588 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(