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warpzones: optimize tracing if no warpzones exist (less extra work)
[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                 if(self.aiment.target)
115                 {
116                         oldself = self;
117                         activator = other;
118                         self = self.aiment;
119                         SUB_UseTargets();
120                         self = oldself;
121                 }
122         }
123         else
124         {
125                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
126         }
127 }
128
129 float WarpZone_Send(entity to, float sendflags)
130 {
131         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
132
133         // we must send this flag for clientside to match properly too
134         WriteByte(MSG_ENTITY, self.warpzone_isboxy);
135
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);
140
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));
149
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);
163
164         return TRUE;
165 }
166
167 float WarpZone_Camera_Send(entity to, float sendflags)
168 {
169         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
170
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);
175
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));
184
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);
192
193         return TRUE;
194 }
195
196 float WarpZone_CheckProjectileImpact()
197 {
198         // if self hit a warpzone, abort
199         vector o0, v0, a0;
200         float mpd, pd, dpd;
201         entity wz;
202         wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
203         if(!wz)
204                 return FALSE;
205         o0 = self.origin;
206         v0 = self.velocity;
207         a0 = self.angles;
208
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
212         // cares)
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);
217         
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);
221         if(pd < mpd)
222         {
223                 dpd = normalize(self.velocity) * self.warpzone_targetforward;
224                 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
225                 if(!WarpZoneLib_MoveOutOfSolid(self))
226                 {
227                         setorigin(self, o0);
228                         self.angles = a0;
229                         self.velocity = v0;
230                         return FALSE;
231                 }
232         }
233         WarpZone_RefSys_Add(self, wz);
234         WarpZone_StoreProjectileData(self);
235         self.warpzone_teleport_time = time;
236
237         return TRUE;
238 }
239 float WarpZone_Projectile_Touch()
240 {
241         if(other.classname == "trigger_warpzone")
242                 return TRUE;
243         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
244                 return TRUE;
245         if(WarpZone_CheckProjectileImpact())
246                 return TRUE;
247         if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
248         {
249                 setorigin(self, self.warpzone_oldorigin);
250                 self.velocity = self.warpzone_oldvelocity;
251                 self.angles = self.warpzone_oldangles;
252                 return TRUE;
253         }
254
255         return FALSE;
256 }
257
258 void WarpZone_InitStep_FindOriginTarget()
259 {
260         if(self.killtarget != "")
261         {
262                 self.aiment = find(world, targetname, self.killtarget);
263                 if(self.aiment == world)
264                 {
265                         error("Warp zone with nonexisting killtarget");
266                         return;
267                 }
268         }
269 }
270
271 void WarpZonePosition_InitStep_FindTarget()
272 {
273         if(self.target == "")
274         {
275                 error("Warp zone position with no target");
276                 return;
277         }
278         self.enemy = find(world, targetname, self.target);
279         if(self.enemy == world)
280         {
281                 error("Warp zone position with nonexisting target");
282                 return;
283         }
284         if(self.enemy.aiment)
285         {
286                 // already is positioned
287                 error("Warp zone position targeting already oriented warpzone");
288                 return;
289         }
290         self.enemy.aiment = self;
291 }
292
293 void WarpZoneCamera_InitStep_FindTarget()
294 {
295         if(self.target == "")
296         {
297                 error("Camera with no target");
298                 return;
299         }
300         self.enemy = find(world, targetname, self.target);
301         if(self.enemy == world)
302         {
303                 error("Camera with nonexisting target");
304                 return;
305         }
306         ++warpzone_cameras_exist;
307         WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
308 }
309
310 void WarpZone_InitStep_UpdateTransform()
311 {
312         vector org, ang, norm, point;
313         float area;
314         vector tri, a, b, c, p, q, n;
315         float i_s, i_t, n_t;
316         string tex;
317
318         org = self.origin;
319         if(org == '0 0 0')
320                 org = 0.5 * (self.mins + self.maxs);
321
322         norm = point = '0 0 0';
323         area = 0;
324         for(i_s = 0; ; ++i_s)
325         {
326                 tex = getsurfacetexture(self, i_s);
327                 if not(tex)
328                         break; // this is beyond the last one
329                 if(tex == "textures/common/trigger")
330                         continue;
331                 n_t = getsurfacenumtriangles(self, i_s);
332                 for(i_t = 0; i_t < n_t; ++i_t)
333                 {
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);
338                         p = b - a;
339                         q = c - a;
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);
344                         norm = norm + n;
345                         point = point + vlen(n) * (a + b + c);
346                 }
347         }
348         if(area > 0)
349         {
350                 norm = norm * (1 / area);
351                 point = point * (1 / (3 * area));
352                 if(vlen(norm) < 0.99)
353                 {
354                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
355                         area = 0; // no autofixing in this case
356                 }
357                 norm = normalize(norm);
358         }
359
360         if(self.aiment)
361         {
362                 org = self.aiment.origin;
363                 ang = self.aiment.angles;
364                 if(area > 0)
365                 {
366                         org = org - ((org - point) * norm) * norm; // project to plane
367                         makevectors(ang);
368                         if(norm * v_forward < 0)
369                         {
370                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
371                                 norm = -1 * norm;
372                         }
373                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
374                         ang_x = -ang_x;
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");
379                 }
380         }
381         else if(area > 0)
382         {
383                 org = point;
384                 ang = vectoangles(norm);
385                 ang_x = -ang_x;
386         }
387         else
388                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
389
390         self.warpzone_origin = org;
391         self.warpzone_angles = ang;
392 }
393
394 void WarpZone_InitStep_ClearTarget()
395 {
396         if(self.enemy)
397                 self.enemy.enemy = world;
398         self.enemy = world;
399 }
400
401 entity warpzone_first; .entity warpzone_next;
402 void WarpZone_InitStep_FindTarget()
403 {
404         float i;
405         entity e, e2;
406
407         if(self.enemy)
408                 return;
409
410         // this way only one of the two ents needs to target
411         if(self.target != "")
412         {
413                 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
414
415                 e2 = world;
416                 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
417                         if(!e.enemy)
418                                 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
419                                         if(random() * ++i < 1)
420                                                 e2 = e;
421                 if(!e2)
422                 {
423                         self.enemy = world;
424                         error("Warpzone with non-existing target");
425                         return;
426                 }
427                 self.enemy = e2;
428                 e2.enemy = self;
429         }
430 }
431
432 void WarpZone_InitStep_FinalizeTransform()
433 {
434         if(!self.enemy || self.enemy.enemy != self)
435         {
436                 error("Invalid warp zone detected. Killed.");
437                 return;
438         }
439
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;
444 }
445
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)
452 {
453         // "target", "angles", "origin"
454         self.warpzone_next = warpzone_position_first;
455         warpzone_position_first = self;
456 }
457 void spawnfunc_trigger_warpzone_position(void)
458 {
459         spawnfunc_misc_warpzone_position();
460 }
461 void spawnfunc_trigger_warpzone(void)
462 {
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
469         //              orientation
470
471         if(!self.scale)
472                 self.scale = self.modelscale;
473         if(!self.scale)
474                 self.scale = 1;
475         string m;
476         m = self.model;
477         WarpZoneLib_ExactTrigger_Init();
478         if(m != "")
479         {
480                 precache_model(m);
481                 setmodel(self, m); // no precision needed
482         }
483         setorigin(self, self.origin);
484         if(self.scale)
485                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
486         else
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;
493 }
494 void spawnfunc_func_camera(void)
495 {
496         if(!self.scale)
497                 self.scale = self.modelscale;
498         if(!self.scale)
499                 self.scale = 1;
500         if(self.model != "")
501         {
502                 precache_model(self.model);
503                 setmodel(self, self.model); // no precision needed
504         }
505         setorigin(self, self.origin);
506         if(self.scale)
507                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
508         else
509                 setsize(self, self.mins, self.maxs);
510         if(!self.solid)
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;
518 }
519 void WarpZones_Reconnect()
520 {
521         entity e;
522         e = self;
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();
529         self = e;
530 }
531
532 void WarpZone_StartFrame()
533 {
534         entity e;
535         if(warpzone_initialized == 0)
536         {
537                 warpzone_initialized = 1;
538                 e = self;
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();
547                 self = e;
548                 WarpZones_Reconnect();
549         }
550         for(e = world; (e = nextent(e)); )
551                 WarpZone_StoreProjectileData(e);
552 }
553
554 void trigger_warpzone_reconnect_use()
555 {
556         entity e;
557         e = self;
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();
569         self = e;
570 }
571
572 void spawnfunc_trigger_warpzone_reconnect()
573 {
574         self.use = trigger_warpzone_reconnect_use;
575 }
576
577 void spawnfunc_target_warpzone_reconnect()
578 {
579         spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
580 }