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1 #define PORTALS_ARE_NOT_SOLID
2
3 #define SAFENUDGE '1 1 1'
4 #define SAFERNUDGE '8 8 8'
5
6 .vector portal_transform;
7 .vector portal_safe_origin;
8 .float portal_wants_to_vanish;
9 .float portal_activatetime;
10 .float savemodelindex;
11
12 float PlayerEdgeDistance(entity p, vector v)
13 {
14         vector vbest;
15
16         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
17         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
18         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
19
20         return vbest * v;
21 }
22
23 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
24 {
25         vector old_forward, old_up;
26         vector old_yawforward;
27         vector new_forward, new_up;
28         vector new_yawforward;
29
30         vector ang;
31         ang = vangle;
32         /*
33            ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
34            ang = AnglesTransform_ApplyToVAngles(transform, ang);
35          */
36
37         // PLAYERS use different math
38 #ifndef POSITIVE_PITCH_IS_DOWN
39         ang_x = -ang_x;
40 #endif
41
42         //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
43
44         fixedmakevectors(ang);
45         old_forward = v_forward;
46         old_up = v_up;
47         fixedmakevectors(ang_y * '0 1 0');
48         old_yawforward = v_forward;
49
50         // their aiming directions are portalled...
51         new_forward = AnglesTransform_Apply(transform, old_forward);
52         new_up = AnglesTransform_Apply(transform, old_up);
53         new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
54
55         // but now find a new sense of direction
56         // this is NOT easy!
57         // assume new_forward points straight up.
58         // What is our yaw?
59         //
60         // new_up could now point forward OR backward... which direction to choose?
61
62         if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
63         {
64                 // new_yawforward and new_yawup define the new aiming half-circle
65                 // we "just" need to find out whether new_up or -new_up is in that half circle
66                 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
67                 if(new_up * new_yawforward < 0)
68                         new_up = -1 * new_up;
69                 ang_y = vectoyaw(new_up); // this vector is the yaw we want
70                 //print("UP/DOWN path: ", vtos(ang), "\n");
71         }
72         else
73         {
74                 // good angles; here, "forward" suffices
75                 ang = fixedvectoangles(new_forward);
76                 //print("GOOD path: ", vtos(ang), "\n");
77         }
78
79 #ifndef POSITIVE_PITCH_IS_DOWN
80         ang_x = -ang_x;
81 #endif
82         ang_z = vangle_z;
83         return ang;
84 }
85
86 .vector right_vector;
87 float Portal_TeleportPlayer(entity teleporter, entity player)
88 {
89         vector from, to, safe, step, transform, ang, newvel;
90         float planeshift, s, t;
91
92         if not(teleporter.enemy)
93         {
94                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
95                 return 0;
96         }
97
98         from = teleporter.origin;
99         transform = teleporter.portal_transform;
100
101         to = teleporter.enemy.origin;
102         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
103         newvel = AnglesTransform_Apply(transform, player.velocity);
104         // this now is INSIDE the plane... can't use that
105
106         // shift it out
107         fixedmakevectors(teleporter.enemy.mangle);
108
109         // first shift it ON the plane if needed
110         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
111         /*
112         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
113                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
114                 to += newvel * (planeshift / (newvel * v_forward));
115         else
116         */
117                 to += v_forward * planeshift;
118
119         s = (to - teleporter.enemy.origin) * v_right;
120         t = (to - teleporter.enemy.origin) * v_up;
121         s = bound(-48, s, 48);
122         t = bound(-48, t, 48);
123         to = teleporter.enemy.origin
124            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
125            +     s                                        * v_right
126            +     t                                        * v_up;
127
128         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
129         step = to + ((safe - to) * v_forward) * v_forward;
130         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
131         if(trace_startsolid)
132         {
133                 print("'safe' teleport location is not safe!\n");
134                 // FAIL TODO why does this happen?
135                 return 0;
136         }
137         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
138         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
139         if(trace_startsolid)
140         {
141                 print("trace_endpos in solid, this can't be!\n");
142                 // FAIL TODO why does this happen? (reported by MrBougo)
143                 return 0;
144         }
145         to = trace_endpos + normalize(safe - trace_endpos) * 0;
146         //print(vtos(to), "\n");
147
148         // ang_x stuff works around weird quake angles
149         if(player.classname == "player")
150                 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
151         else
152                 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
153
154         // factor -1 allows chaining portals, but may be weird
155         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
156
157         if(player.flagcarried)
158                 DropFlag(player.flagcarried, player, world);
159
160         if not(teleporter.enemy)
161         {
162                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
163                 return 0;
164         }
165
166         tdeath_hit = 0;
167         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
168         if(tdeath_hit)
169         {
170                 // telefrag within 1 second of portal creation = amazing
171                 if(time < teleporter.teleport_time + 1)
172                         AnnounceTo(player, "amazing");
173         }
174
175         if not(teleporter.enemy)
176         {
177                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
178                 return 0;
179         }
180
181         // reset fade counter
182         teleporter.portal_wants_to_vanish = 0;
183         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
184         teleporter.health = autocvar_g_balance_portal_health;
185         teleporter.enemy.health = autocvar_g_balance_portal_health;
186
187         return 1;
188 }
189
190 float Portal_FindSafeOrigin(entity portal)
191 {
192         vector o;
193         o = portal.origin;
194         portal.mins = PL_MIN - SAFERNUDGE;
195         portal.maxs = PL_MAX + SAFERNUDGE;
196         fixedmakevectors(portal.mangle);
197         portal.origin += 16 * v_forward;
198         if(!move_out_of_solid(portal))
199         {
200 #ifdef DEBUG
201                 print("NO SAFE ORIGIN\n");
202 #endif
203                 return 0;
204         }
205         portal.portal_safe_origin = portal.origin;
206         setorigin(portal, o);
207         return 1;
208 }
209
210 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
211 {
212         float dist, distpersec, delta;
213         vector v;
214
215         dist = (eorg - porg) * pnorm;
216         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
217         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
218         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
219         if(dist < -1) // other side?
220                 return 0;
221 #ifdef PORTALS_ARE_NOT_SOLID
222         distpersec = evel * pnorm;
223         if(distpersec >= 0) // going away from the portal?
224                 return 0;
225         // we don't need this check with solid portals, them being SOLID_BSP should suffice
226         delta = dist / distpersec;
227         v = eorg - evel * delta - porg;
228         v = v - pnorm * (pnorm * v);
229         return vlen(v) < psize;
230 #else
231         return 1;
232 #endif
233 }
234
235 void Portal_Touch()
236 {
237         vector g;
238
239 #ifdef PORTALS_ARE_NOT_SOLID
240         // portal is being removed?
241         if(self.solid != SOLID_TRIGGER)
242                 return; // possibly engine bug
243
244         if(other.classname == "player")
245                 return; // handled by think
246 #endif
247
248         if(other.classname == "item_flag_team")
249                 return; // never portal these
250
251         if(other.classname == "grapplinghook")
252                 return; // handled by think
253
254         if(!self.enemy)
255                 error("Portal_Touch called for a broken portal\n");
256
257 #ifdef PORTALS_ARE_NOT_SOLID
258         if(trace_fraction < 1)
259                 return; // only handle TouchAreaGrid ones (only these can teleport)
260 #else
261         if(trace_fraction >= 1)
262                 return; // only handle impacts
263 #endif
264
265         if(other.classname == "porto")
266         {
267                 if(other.portal_id == self.portal_id)
268                         return;
269         }
270         if(time < self.portal_activatetime)
271                 if(other == self.aiment)
272                 {
273                         self.portal_activatetime = time + 0.1;
274                         return;
275                 }
276         if(other != self.aiment)
277                 if(other.classname == "player")
278                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
279                                 return; // cannot go through someone else's portal
280         if(other.aiment != self.aiment)
281                 if(other.aiment.classname == "player")
282                         if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
283                                 return; // cannot go through someone else's portal
284         fixedmakevectors(self.mangle);
285         g = frametime * '0 0 -1' * autocvar_sv_gravity;
286         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
287                 return;
288
289         /*
290         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
291         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
292         {
293                 // can't teleport this
294                 return;
295         }
296         */
297
298         if(Portal_TeleportPlayer(self, other))
299                 if(other.classname == "porto")
300                         if(other.effects & EF_RED)
301                                 other.effects += EF_BLUE - EF_RED;
302 }
303
304 void Portal_Think();
305 void Portal_MakeBrokenPortal(entity portal)
306 {
307         portal.skin = 2;
308         portal.solid = SOLID_NOT;
309         portal.touch = SUB_Null;
310         portal.think = SUB_Null;
311         portal.effects = 0;
312         portal.nextthink = 0;
313         portal.takedamage = DAMAGE_NO;
314 }
315
316 void Portal_MakeWaitingPortal(entity portal)
317 {
318         portal.skin = 2;
319         portal.solid = SOLID_NOT;
320         portal.touch = SUB_Null;
321         portal.think = SUB_Null;
322         portal.effects = EF_ADDITIVE;
323         portal.nextthink = 0;
324         portal.takedamage = DAMAGE_YES;
325 }
326
327 void Portal_MakeInPortal(entity portal)
328 {
329         portal.skin = 0;
330         portal.solid = SOLID_NOT; // this is done when connecting them!
331         portal.touch = Portal_Touch;
332         portal.think = Portal_Think;
333         portal.effects = EF_RED;
334         portal.nextthink = time;
335         portal.takedamage = DAMAGE_NO;
336 }
337
338 void Portal_MakeOutPortal(entity portal)
339 {
340         portal.skin = 1;
341         portal.solid = SOLID_NOT;
342         portal.touch = SUB_Null;
343         portal.think = SUB_Null;
344         portal.effects = EF_STARDUST | EF_BLUE;
345         portal.nextthink = 0;
346         portal.takedamage = DAMAGE_YES;
347 }
348
349 void Portal_Disconnect(entity teleporter, entity destination)
350 {
351         teleporter.enemy = world;
352         destination.enemy = world;
353         Portal_MakeBrokenPortal(teleporter);
354         Portal_MakeBrokenPortal(destination);
355 }
356
357 void Portal_Connect(entity teleporter, entity destination)
358 {
359         teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
360
361         teleporter.enemy = destination;
362         destination.enemy = teleporter;
363         Portal_MakeInPortal(teleporter);
364         Portal_MakeOutPortal(destination);
365         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
366         destination.fade_time = teleporter.fade_time;
367         teleporter.portal_wants_to_vanish = 0;
368         destination.portal_wants_to_vanish = 0;
369         teleporter.teleport_time = time;
370 #ifdef PORTALS_ARE_NOT_SOLID
371         teleporter.solid = SOLID_TRIGGER;
372 #else
373         teleporter.solid = SOLID_BSP;
374 #endif
375 }
376
377 void Portal_Remove(entity portal, float killed)
378 {
379         entity e;
380         e = portal.enemy;
381
382         if(e)
383         {
384                 Portal_Disconnect(portal, e);
385                 Portal_Remove(e, killed);
386         }
387
388         if(portal == portal.aiment.portal_in)
389                 portal.aiment.portal_in = world;
390         if(portal == portal.aiment.portal_out)
391                 portal.aiment.portal_out = world;
392         //portal.aiment = world;
393
394         // makes the portal vanish
395         if(killed)
396         {
397                 fixedmakevectors(portal.mangle);
398                 sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTN_NORM);
399                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
400                 remove(portal);
401         }
402         else
403         {
404                 Portal_MakeBrokenPortal(portal);
405                 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTN_NORM);
406                 SUB_SetFade(portal, time, 0.5);
407         }
408 }
409
410 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
411 {
412         if(deathtype == DEATH_TELEFRAG)
413                 return;
414         if(attacker != self.aiment)
415                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
416                         return;
417         self.health -= damage;
418         if(self.health < 0)
419                 Portal_Remove(self, 1);
420 }
421
422 void Portal_Think_TryTeleportPlayer(entity e, vector g)
423 {
424         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
425                 return;
426
427         // if e would hit the portal in a frame...
428         // already teleport him
429         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
430         if(trace_ent == self)
431                 Portal_TeleportPlayer(self, e);
432 }
433
434 void Portal_Think()
435 {
436         entity e, o;
437         vector g;
438
439 #ifdef PORTALS_ARE_NOT_SOLID
440         // portal is being removed?
441         if(self.solid != SOLID_TRIGGER)
442                 return; // possibly engine bug
443
444         if(!self.enemy)
445                 error("Portal_Think called for a broken portal\n");
446
447         o = self.aiment;
448         self.solid = SOLID_BBOX;
449         self.aiment = world;
450
451         g = frametime * '0 0 -1' * autocvar_sv_gravity;
452
453         fixedmakevectors(self.mangle);
454
455         FOR_EACH_PLAYER(e)
456         {
457                 if(e != o)
458                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
459                                 continue; // cannot go through someone else's portal
460
461                 if(e != o || time >= self.portal_activatetime)
462                         Portal_Think_TryTeleportPlayer(e, g);
463
464                 if(e.hook)
465                         Portal_Think_TryTeleportPlayer(e.hook, g);
466         }
467         self.solid = SOLID_TRIGGER;
468         self.aiment = o;
469 #endif
470
471         self.nextthink = time;
472
473         if(time > self.fade_time)
474                 Portal_Remove(self, 0);
475 }
476
477 float Portal_Customize()
478 {
479         if(other.classname == "spectator")
480                 other = other.enemy;
481         if(other == self.aiment)
482         {
483                 self.modelindex = self.savemodelindex;
484         }
485         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
486         {
487                 self.modelindex = 0;
488         }
489         else
490         {
491                 self.modelindex = self.savemodelindex;
492         }
493         return TRUE;
494 }
495
496 // cleanup:
497 //   when creating in-portal:
498 //     disconnect
499 //     clear existing in-portal
500 //     set as in-portal
501 //     connect
502 //   when creating out-portal:
503 //     disconnect
504 //     clear existing out-portal
505 //     set as out-portal
506 //   when player dies:
507 //     disconnect portals
508 //     clear both portals
509 //   after timeout of in-portal:
510 //     disconnect portals
511 //     clear both portals
512 //   TODO: ensure only one portal shot at once
513 float Portal_SetInPortal(entity own, entity portal)
514 {
515         if(own.portal_in)
516         {
517                 if(own.portal_out)
518                         Portal_Disconnect(own.portal_in, own.portal_out);
519                 Portal_Remove(own.portal_in, 0);
520         }
521         own.portal_in = portal;
522         if(own.portal_out)
523         {
524                 own.portal_out.portal_id = portal.portal_id;
525                 Portal_Connect(own.portal_in, own.portal_out);
526         }
527         return 2;
528 }
529 float Portal_SetOutPortal(entity own, entity portal)
530 {
531         if(own.portal_out)
532         {
533                 if(own.portal_in)
534                         Portal_Disconnect(own.portal_in, own.portal_out);
535                 Portal_Remove(own.portal_out, 0);
536         }
537         own.portal_out = portal;
538         if(own.portal_in)
539         {
540                 own.portal_in.portal_id = portal.portal_id;
541                 Portal_Connect(own.portal_in, own.portal_out);
542         }
543         return 1;
544 }
545 void Portal_ClearAll_PortalsOnly(entity own)
546 {
547         if(own.portal_in)
548                 Portal_Remove(own.portal_in, 0);
549         if(own.portal_out)
550                 Portal_Remove(own.portal_out, 0);
551 }
552 void Portal_ClearAll(entity own)
553 {
554         Portal_ClearAll_PortalsOnly(own);
555         W_Porto_Remove(own);
556 }
557 void Portal_RemoveLater_Think()
558 {
559         Portal_Remove(self, self.cnt);
560 }
561 void Portal_RemoveLater(entity portal, float kill)
562 {
563         Portal_MakeBrokenPortal(portal);
564         portal.cnt = kill;
565         portal.think = Portal_RemoveLater_Think;
566         portal.nextthink = time;
567 }
568 void Portal_ClearAllLater_PortalsOnly(entity own)
569 {
570         if(own.portal_in)
571                 Portal_RemoveLater(own.portal_in, 0);
572         if(own.portal_out)
573                 Portal_RemoveLater(own.portal_out, 0);
574 }
575 void Portal_ClearAllLater(entity own)
576 {
577         Portal_ClearAllLater_PortalsOnly(own);
578         W_Porto_Remove(own);
579 }
580 void Portal_ClearWithID(entity own, float id)
581 {
582         if(own.portal_in)
583                 if(own.portal_in.portal_id == id)
584                 {
585                         if(own.portal_out)
586                                 Portal_Disconnect(own.portal_in, own.portal_out);
587                         Portal_Remove(own.portal_in, 0);
588                 }
589         if(own.portal_out)
590                 if(own.portal_out.portal_id == id)
591                 {
592                         if(own.portal_in)
593                                 Portal_Disconnect(own.portal_in, own.portal_out);
594                         Portal_Remove(own.portal_out, 0);
595                 }
596 }
597
598 entity Portal_Spawn(entity own, vector org, vector ang)
599 {
600         entity portal;
601
602         fixedmakevectors(ang);
603         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
604                 return world;
605
606         portal = spawn();
607         portal.classname = "portal";
608         portal.aiment = own;
609         setorigin(portal, org);
610         portal.mangle = ang;
611         portal.angles = ang;
612         portal.angles_x = -portal.angles_x; // is a bmodel
613         portal.think = Portal_Think;
614         portal.nextthink = 0;
615         portal.portal_activatetime = time + 0.1;
616         portal.takedamage = DAMAGE_AIM;
617         portal.event_damage = Portal_Damage;
618         portal.fade_time = time + autocvar_g_balance_portal_lifetime;
619         portal.health = autocvar_g_balance_portal_health;
620         setmodel(portal, "models/portal.md3");
621         portal.savemodelindex = portal.modelindex;
622         portal.customizeentityforclient = Portal_Customize;
623
624         if(!Portal_FindSafeOrigin(portal))
625         {
626                 remove(portal);
627                 return world;
628         }
629
630         setsize(portal, '-48 -48 -48', '48 48 48');
631         Portal_MakeWaitingPortal(portal);
632
633         return portal;
634 }
635
636 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
637 {
638         entity portal;
639         vector ang;
640         vector org;
641
642         org = trace_endpos;
643         ang = fixedvectoangles2(trace_plane_normal, dir);
644         fixedmakevectors(ang);
645
646         portal = Portal_Spawn(own, org, ang);
647         if(!portal)
648                 return 0;
649
650         portal.portal_id = portal_id_val;
651         Portal_SetInPortal(own, portal);
652
653         return 1;
654 }
655
656 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
657 {
658         entity portal;
659         vector ang;
660         vector org;
661
662         org = trace_endpos;
663         ang = fixedvectoangles2(trace_plane_normal, dir);
664         fixedmakevectors(ang);
665
666         portal = Portal_Spawn(own, org, ang);
667         if(!portal)
668                 return 0;
669
670         portal.portal_id = portal_id_val;
671         Portal_SetOutPortal(own, portal);
672
673         return 1;
674 }