]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/warpzonelib/server.qc
Merge remote branch 'refs/remotes/origin/terencehill/misc_bugfixes'
[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.enemy;
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                 self.killtarget = string_null;
278         }
279 }
280
281 void WarpZonePosition_InitStep_FindTarget()
282 {
283         if(self.target == "")
284         {
285                 error("Warp zone position with no target");
286                 return;
287         }
288         self.enemy = find(world, targetname, self.target);
289         if(self.enemy == world)
290         {
291                 error("Warp zone position with nonexisting target");
292                 return;
293         }
294         if(self.enemy.aiment)
295         {
296                 // already is positioned
297                 error("Warp zone position targeting already oriented warpzone");
298                 return;
299         }
300         self.enemy.aiment = self;
301 }
302
303 void WarpZoneCamera_InitStep_FindTarget()
304 {
305         if(self.target == "")
306         {
307                 error("Camera with no target");
308                 return;
309         }
310         self.enemy = find(world, targetname, self.target);
311         if(self.enemy == world)
312         {
313                 error("Camera with nonexisting target");
314                 return;
315         }
316         ++warpzone_cameras_exist;
317         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
318 }
319
320 void WarpZone_InitStep_UpdateTransform()
321 {
322         vector org, ang, norm, point;
323         float area;
324         vector tri, a, b, c, p, q, n;
325         float i_s, i_t, n_t;
326         string tex;
327
328         org = self.origin;
329         if(org == '0 0 0')
330                 org = 0.5 * (self.mins + self.maxs);
331
332         norm = point = '0 0 0';
333         area = 0;
334         for(i_s = 0; ; ++i_s)
335         {
336                 tex = getsurfacetexture(self, i_s);
337                 if not(tex)
338                         break; // this is beyond the last one
339                 if(tex == "textures/common/trigger")
340                         continue;
341                 n_t = getsurfacenumtriangles(self, i_s);
342                 for(i_t = 0; i_t < n_t; ++i_t)
343                 {
344                         tri = getsurfacetriangle(self, i_s, i_t);
345                         a = getsurfacepoint(self, i_s, tri_x);
346                         b = getsurfacepoint(self, i_s, tri_y);
347                         c = getsurfacepoint(self, i_s, tri_z);
348                         p = b - a;
349                         q = c - a;
350                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
351                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
352                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
353                         area = area + vlen(n);
354                         norm = norm + n;
355                         point = point + vlen(n) * (a + b + c);
356                 }
357         }
358         if(area > 0)
359         {
360                 norm = norm * (1 / area);
361                 point = point * (1 / (3 * area));
362                 if(vlen(norm) < 0.99)
363                 {
364                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
365                         area = 0; // no autofixing in this case
366                 }
367                 norm = normalize(norm);
368         }
369
370         if(self.aiment)
371         {
372                 org = self.aiment.origin;
373                 ang = self.aiment.angles;
374                 if(area > 0)
375                 {
376                         org = org - ((org - point) * norm) * norm; // project to plane
377                         makevectors(ang);
378                         if(norm * v_forward < 0)
379                         {
380                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
381                                 norm = -1 * norm;
382                         }
383                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
384                         ang_x = -ang_x;
385                         if(norm * v_forward < 0.99)
386                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
387                         if(vlen(org - self.aiment.origin) > 0.5)
388                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
389                 }
390         }
391         else if(area > 0)
392         {
393                 org = point;
394                 ang = vectoangles(norm);
395                 ang_x = -ang_x;
396         }
397         else
398                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
399
400         self.warpzone_origin = org;
401         self.warpzone_angles = ang;
402 }
403
404 void WarpZone_InitStep_ClearTarget()
405 {
406         if(self.enemy)
407                 self.enemy.enemy = world;
408         self.enemy = world;
409 }
410
411 entity warpzone_first; .entity warpzone_next;
412 void WarpZone_InitStep_FindTarget()
413 {
414         float i;
415         entity e, e2;
416
417         if(self.enemy)
418                 return;
419
420         // this way only one of the two ents needs to target
421         if(self.target != "")
422         {
423                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
424
425                 e2 = world;
426                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
427                         if(!e.enemy)
428                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
429                                         if(random() * ++i < 1)
430                                                 e2 = e;
431                 if(!e2)
432                 {
433                         self.enemy = world;
434                         error("Warpzone with non-existing target");
435                         return;
436                 }
437                 self.enemy = e2;
438                 e2.enemy = self;
439         }
440 }
441
442 void WarpZone_InitStep_FinalizeTransform()
443 {
444         if(!self.enemy || self.enemy.enemy != self)
445         {
446                 error("Invalid warp zone detected. Killed.");
447                 return;
448         }
449
450         ++warpzone_warpzones_exist;
451         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
452         self.touch = WarpZone_Touch;
453         self.SendFlags = 0xFFFFFF;
454 }
455
456 float warpzone_initialized;
457 entity warpzone_first;
458 entity warpzone_position_first;
459 entity warpzone_camera_first;
460 .entity warpzone_next;
461 void spawnfunc_misc_warpzone_position(void)
462 {
463         // "target", "angles", "origin"
464         self.warpzone_next = warpzone_position_first;
465         warpzone_position_first = self;
466 }
467 void spawnfunc_trigger_warpzone_position(void)
468 {
469         spawnfunc_misc_warpzone_position();
470 }
471 void spawnfunc_trigger_warpzone(void)
472 {
473         // warp zone entities must have:
474         // "killtarget" pointing to a target_position with a direction arrow
475         //              that points AWAY from the warp zone, and that is inside
476         //              the warp zone trigger
477         // "target"     pointing to an identical warp zone at another place in
478         //              the map, with another killtarget to designate its
479         //              orientation
480
481         if(!self.scale)
482                 self.scale = self.modelscale;
483         if(!self.scale)
484                 self.scale = 1;
485         string m;
486         m = self.model;
487         WarpZoneLib_ExactTrigger_Init();
488         if(m != "")
489         {
490                 precache_model(m);
491                 setmodel(self, m); // no precision needed
492         }
493         setorigin(self, self.origin);
494         if(self.scale)
495                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
496         else
497                 setsize(self, self.mins, self.maxs);
498         self.SendEntity = WarpZone_Send;
499         self.SendFlags = 0xFFFFFF;
500         self.effects |= EF_NODEPTHTEST;
501         self.warpzone_next = warpzone_first;
502         warpzone_first = self;
503 }
504 void spawnfunc_func_camera(void)
505 {
506         if(!self.scale)
507                 self.scale = self.modelscale;
508         if(!self.scale)
509                 self.scale = 1;
510         if(self.model != "")
511         {
512                 precache_model(self.model);
513                 setmodel(self, self.model); // no precision needed
514         }
515         setorigin(self, self.origin);
516         if(self.scale)
517                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
518         else
519                 setsize(self, self.mins, self.maxs);
520         if(!self.solid)
521                 self.solid = SOLID_BSP;
522         else if(self.solid < 0)
523                 self.solid = SOLID_NOT;
524         self.SendEntity = WarpZone_Camera_Send;
525         self.SendFlags = 0xFFFFFF;
526         self.warpzone_next = warpzone_camera_first;
527         warpzone_camera_first = self;
528 }
529 void WarpZones_Reconnect()
530 {
531         entity e;
532         e = self;
533         for(self = warpzone_first; self; self = self.warpzone_next)
534                 WarpZone_InitStep_ClearTarget();
535         for(self = warpzone_first; self; self = self.warpzone_next)
536                 WarpZone_InitStep_FindTarget();
537         for(self = warpzone_first; self; self = self.warpzone_next)
538                 WarpZone_InitStep_FinalizeTransform();
539         self = e;
540 }
541
542 void WarpZone_StartFrame()
543 {
544         entity e;
545         if(warpzone_initialized == 0)
546         {
547                 warpzone_initialized = 1;
548                 e = self;
549                 for(self = warpzone_first; self; self = self.warpzone_next)
550                         WarpZone_InitStep_FindOriginTarget();
551                 for(self = warpzone_position_first; self; self = self.warpzone_next)
552                         WarpZonePosition_InitStep_FindTarget();
553                 for(self = warpzone_camera_first; self; self = self.warpzone_next)
554                         WarpZoneCamera_InitStep_FindTarget();
555                 for(self = warpzone_first; self; self = self.warpzone_next)
556                         WarpZone_InitStep_UpdateTransform();
557                 self = e;
558                 WarpZones_Reconnect();
559         }
560         for(e = world; (e = nextent(e)); )
561                 WarpZone_StoreProjectileData(e);
562 }
563
564 void trigger_warpzone_reconnect_use()
565 {
566         entity e;
567         e = self;
568         // NOTE: this matches for target, not targetname, but of course
569         // targetname must be set too on the other entities
570         for(self = warpzone_first; self; self = self.warpzone_next)
571                 if(e.target == "" || self.target == e.target)
572                         WarpZone_InitStep_ClearTarget();
573         for(self = warpzone_first; self; self = self.warpzone_next)
574                 if(e.target == "" || self.target == e.target)
575                         WarpZone_InitStep_FindTarget();
576         for(self = warpzone_first; self; self = self.warpzone_next)
577                 if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
578                         WarpZone_InitStep_FinalizeTransform();
579         self = e;
580 }
581
582 void spawnfunc_trigger_warpzone_reconnect()
583 {
584         self.use = trigger_warpzone_reconnect_use;
585 }
586
587 void spawnfunc_target_warpzone_reconnect()
588 {
589         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
590 }