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better triggering for warpzones/teleports
[xonotic/xonotic-data.pk3dir.git] / qcsrc / warpzonelib / server.qc
1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3
4 void WarpZone_StoreProjectileData(entity e)
5 {
6         e.warpzone_oldorigin = e.origin;
7         e.warpzone_oldvelocity = e.velocity;
8         e.warpzone_oldangles = e.angles;
9 }
10
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
12 {
13         vector from;
14
15         makevectors (to_angles);
16
17         from = player.origin;
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;
23
24         if(player.effects & EF_TELEPORT_BIT)
25                 player.effects &~= EF_TELEPORT_BIT;
26         else
27                 player.effects |= EF_TELEPORT_BIT;
28
29         if(player.classname == "player")
30                 player.flags &~= FL_ONGROUND;
31
32         WarpZone_PostTeleportPlayer_Callback(player);
33 }
34
35 float WarpZone_Teleport(entity player)
36 {
37         vector o0, a0, v0, o1, a1, v1;
38
39         o0 = player.origin + player.view_ofs;
40         v0 = player.velocity;
41         a0 = player.angles;
42
43         if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
44                 return 2;
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
48
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);
53         else
54                 a1 = WarpZone_TransformAngles(self, a0);
55
56         // put him inside solid
57         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
58         if(trace_startsolid)
59         {
60                 vector mi, ma;
61                 mi = player.mins;
62                 ma = player.maxs;
63                 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64                 setorigin(player, o1);
65                 if(WarpZoneLib_MoveOutOfSolid(player))
66                 {
67                         o1 = player.origin;
68                         setsize(player, mi, ma);
69                         setorigin(player, o0);
70                 }
71                 else
72                 {
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
77                 }
78         }
79
80         if(WarpZone_TargetPlaneDist(self, o1) <= 0)
81         {
82                 print("inconsistent warp zones or evil roundoff error\n");
83                 return 0;
84         }
85
86         //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
87
88         //o1 = trace_endpos;
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;
93
94         return 1;
95 }
96
97 void WarpZone_Touch (void)
98 {
99         entity oldself, e;
100
101         if(other.classname == "trigger_warpzone")
102                 return;
103
104         // FIXME needs a better check to know what is safe to teleport and what not
105         if(other.movetype == MOVETYPE_NONE)
106                 return;
107
108         if(WarpZoneLib_ExactTrigger_Touch())
109                 return;
110
111         e = self.enemy;
112         if(WarpZone_Teleport(other))
113         {
114                 string save1, save2;
115                 activator = other;
116
117                 save1 = self.target; self.target = string_null;
118                 save2 = self.target3; self.target3 = string_null;
119                 SUB_UseTargets();
120                 if not(self.target) self.target = save1;
121                 if not(self.target3) self.target3 = save2;
122
123                 oldself = self;
124                 self = self.aiment;
125                 save1 = self.target; self.target = string_null;
126                 save2 = self.target2; self.target2 = string_null;
127                 SUB_UseTargets();
128                 if not(self.target) self.target = save1;
129                 if not(self.target2) self.target2 = save2;
130                 self = oldself;
131         }
132         else
133         {
134                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
135         }
136 }
137
138 float WarpZone_Send(entity to, float sendflags)
139 {
140         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
141
142         // we must send this flag for clientside to match properly too
143         WriteByte(MSG_ENTITY, self.warpzone_isboxy);
144
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);
149
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));
158
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);
172
173         return TRUE;
174 }
175
176 float WarpZone_Camera_Send(entity to, float sendflags)
177 {
178         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
179
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);
184
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));
193
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);
201
202         return TRUE;
203 }
204
205 float WarpZone_CheckProjectileImpact()
206 {
207         // if self hit a warpzone, abort
208         vector o0, v0, a0;
209         float mpd, pd, dpd;
210         entity wz;
211         wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
212         if(!wz)
213                 return FALSE;
214         o0 = self.origin;
215         v0 = self.velocity;
216         a0 = self.angles;
217
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
221         // cares)
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);
226         
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);
230         if(pd < mpd)
231         {
232                 dpd = normalize(self.velocity) * self.warpzone_targetforward;
233                 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
234                 if(!WarpZoneLib_MoveOutOfSolid(self))
235                 {
236                         setorigin(self, o0);
237                         self.angles = a0;
238                         self.velocity = v0;
239                         return FALSE;
240                 }
241         }
242         WarpZone_RefSys_Add(self, wz);
243         WarpZone_StoreProjectileData(self);
244         self.warpzone_teleport_time = time;
245
246         return TRUE;
247 }
248 float WarpZone_Projectile_Touch()
249 {
250         if(other.classname == "trigger_warpzone")
251                 return TRUE;
252         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
253                 return TRUE;
254         if(WarpZone_CheckProjectileImpact())
255                 return TRUE;
256         if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
257         {
258                 setorigin(self, self.warpzone_oldorigin);
259                 self.velocity = self.warpzone_oldvelocity;
260                 self.angles = self.warpzone_oldangles;
261                 return TRUE;
262         }
263
264         return FALSE;
265 }
266
267 void WarpZone_InitStep_FindOriginTarget()
268 {
269         if(self.killtarget != "")
270         {
271                 self.aiment = find(world, targetname, self.killtarget);
272                 if(self.aiment == world)
273                 {
274                         error("Warp zone with nonexisting killtarget");
275                         return;
276                 }
277         }
278 }
279
280 void WarpZonePosition_InitStep_FindTarget()
281 {
282         if(self.target == "")
283         {
284                 error("Warp zone position with no target");
285                 return;
286         }
287         self.enemy = find(world, targetname, self.target);
288         if(self.enemy == world)
289         {
290                 error("Warp zone position with nonexisting target");
291                 return;
292         }
293         if(self.enemy.aiment)
294         {
295                 // already is positioned
296                 error("Warp zone position targeting already oriented warpzone");
297                 return;
298         }
299         self.enemy.aiment = self;
300 }
301
302 void WarpZoneCamera_InitStep_FindTarget()
303 {
304         if(self.target == "")
305         {
306                 error("Camera with no target");
307                 return;
308         }
309         self.enemy = find(world, targetname, self.target);
310         if(self.enemy == world)
311         {
312                 error("Camera with nonexisting target");
313                 return;
314         }
315         ++warpzone_cameras_exist;
316         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
317 }
318
319 void WarpZone_InitStep_UpdateTransform()
320 {
321         vector org, ang, norm, point;
322         float area;
323         vector tri, a, b, c, p, q, n;
324         float i_s, i_t, n_t;
325         string tex;
326
327         org = self.origin;
328         if(org == '0 0 0')
329                 org = 0.5 * (self.mins + self.maxs);
330
331         norm = point = '0 0 0';
332         area = 0;
333         for(i_s = 0; ; ++i_s)
334         {
335                 tex = getsurfacetexture(self, i_s);
336                 if not(tex)
337                         break; // this is beyond the last one
338                 if(tex == "textures/common/trigger")
339                         continue;
340                 n_t = getsurfacenumtriangles(self, i_s);
341                 for(i_t = 0; i_t < n_t; ++i_t)
342                 {
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);
347                         p = b - a;
348                         q = c - a;
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);
353                         norm = norm + n;
354                         point = point + vlen(n) * (a + b + c);
355                 }
356         }
357         if(area > 0)
358         {
359                 norm = norm * (1 / area);
360                 point = point * (1 / (3 * area));
361                 if(vlen(norm) < 0.99)
362                 {
363                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
364                         area = 0; // no autofixing in this case
365                 }
366                 norm = normalize(norm);
367         }
368
369         if(self.aiment)
370         {
371                 org = self.aiment.origin;
372                 ang = self.aiment.angles;
373                 if(area > 0)
374                 {
375                         org = org - ((org - point) * norm) * norm; // project to plane
376                         makevectors(ang);
377                         if(norm * v_forward < 0)
378                         {
379                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
380                                 norm = -1 * norm;
381                         }
382                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
383                         ang_x = -ang_x;
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");
388                 }
389         }
390         else if(area > 0)
391         {
392                 org = point;
393                 ang = vectoangles(norm);
394                 ang_x = -ang_x;
395         }
396         else
397                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
398
399         self.warpzone_origin = org;
400         self.warpzone_angles = ang;
401 }
402
403 void WarpZone_InitStep_ClearTarget()
404 {
405         if(self.enemy)
406                 self.enemy.enemy = world;
407         self.enemy = world;
408 }
409
410 entity warpzone_first; .entity warpzone_next;
411 void WarpZone_InitStep_FindTarget()
412 {
413         float i;
414         entity e, e2;
415
416         if(self.enemy)
417                 return;
418
419         // this way only one of the two ents needs to target
420         if(self.target != "")
421         {
422                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
423
424                 e2 = world;
425                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
426                         if(!e.enemy)
427                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
428                                         if(random() * ++i < 1)
429                                                 e2 = e;
430                 if(!e2)
431                 {
432                         self.enemy = world;
433                         error("Warpzone with non-existing target");
434                         return;
435                 }
436                 self.enemy = e2;
437                 e2.enemy = self;
438         }
439 }
440
441 void WarpZone_InitStep_FinalizeTransform()
442 {
443         if(!self.enemy || self.enemy.enemy != self)
444         {
445                 error("Invalid warp zone detected. Killed.");
446                 return;
447         }
448
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;
453 }
454
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)
461 {
462         // "target", "angles", "origin"
463         self.warpzone_next = warpzone_position_first;
464         warpzone_position_first = self;
465 }
466 void spawnfunc_trigger_warpzone_position(void)
467 {
468         spawnfunc_misc_warpzone_position();
469 }
470 void spawnfunc_trigger_warpzone(void)
471 {
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
478         //              orientation
479
480         if(!self.scale)
481                 self.scale = self.modelscale;
482         if(!self.scale)
483                 self.scale = 1;
484         string m;
485         m = self.model;
486         WarpZoneLib_ExactTrigger_Init();
487         if(m != "")
488         {
489                 precache_model(m);
490                 setmodel(self, m); // no precision needed
491         }
492         setorigin(self, self.origin);
493         if(self.scale)
494                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
495         else
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;
502 }
503 void spawnfunc_func_camera(void)
504 {
505         if(!self.scale)
506                 self.scale = self.modelscale;
507         if(!self.scale)
508                 self.scale = 1;
509         if(self.model != "")
510         {
511                 precache_model(self.model);
512                 setmodel(self, self.model); // no precision needed
513         }
514         setorigin(self, self.origin);
515         if(self.scale)
516                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
517         else
518                 setsize(self, self.mins, self.maxs);
519         if(!self.solid)
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;
527 }
528 void WarpZones_Reconnect()
529 {
530         entity e;
531         e = self;
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();
538         self = e;
539 }
540
541 void WarpZone_StartFrame()
542 {
543         entity e;
544         if(warpzone_initialized == 0)
545         {
546                 warpzone_initialized = 1;
547                 e = self;
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();
556                 self = e;
557                 WarpZones_Reconnect();
558         }
559         for(e = world; (e = nextent(e)); )
560                 WarpZone_StoreProjectileData(e);
561 }
562
563 void trigger_warpzone_reconnect_use()
564 {
565         entity e;
566         e = self;
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();
578         self = e;
579 }
580
581 void spawnfunc_trigger_warpzone_reconnect()
582 {
583         self.use = trigger_warpzone_reconnect_use;
584 }
585
586 void spawnfunc_target_warpzone_reconnect()
587 {
588         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
589 }