1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
9 vector Portal_Transform_Apply(vector transform, vector v)
11 fixedmakevectors(transform);
12 return v_forward * v_x
17 vector Portal_Transform_Multiply(vector t1, vector t2)
19 vector m_forward, m_up;
20 fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
21 m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
22 return fixedvectoangles2(m_forward, m_up);
25 vector Portal_Transform_Invert(vector transform)
27 vector i_forward, i_up;
28 fixedmakevectors(transform);
29 // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
30 // but these are orthogonal unit vectors!
31 // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
32 // TODO is this always -transform?
33 i_forward_x = v_forward_x;
34 i_forward_y = -v_right_x;
41 v = fixedvectoangles2(i_forward, i_up);
42 print("Transform: ", vtos(transform), "\n");
43 print("Inverted: ", vtos(v), "\n");
44 print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
45 fixedmakevectors(Portal_Transform_Multiply(v, transform));
46 print("Verify: ", vtos(v_forward), "\n");
47 print("Verify: ", vtos(v_right), "\n");
48 print("Verify: ", vtos(v_up), "\n");
50 return fixedvectoangles2(i_forward, i_up);
53 vector Portal_Transform_TurnDirection(vector transform)
55 // turn 180 degrees around v_up
56 // changes in-direction to out-direction
57 fixedmakevectors(transform);
58 return fixedvectoangles2(-1 * v_forward, 1 * v_up);
61 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
63 return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
66 float PlayerEdgeDistance(entity p, vector v)
70 if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
71 if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
72 if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
78 float Portal_TeleportPlayer(entity teleporter, entity player)
80 vector from, to, safe, step, transform, ang, newvel;
81 vector new_forward, new_up;
82 vector old_forward, old_up;
83 vector new_yawforward;
84 vector old_yawforward;
85 float planeshift, s, t;
87 if not(teleporter.enemy)
89 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
93 from = teleporter.origin;
94 transform = teleporter.portal_transform;
96 to = teleporter.enemy.origin;
97 to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
98 newvel = Portal_Transform_Apply(transform, player.velocity);
99 // this now is INSIDE the plane... can't use that
102 fixedmakevectors(teleporter.enemy.angles);
104 // first shift it ON the plane if needed
105 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
106 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
107 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
108 to += newvel * (planeshift / (newvel * v_forward));
110 to += trace_plane_normal * planeshift;
112 s = (to - teleporter.enemy.origin) * v_right;
113 t = (to - teleporter.enemy.origin) * v_up;
114 s = bound(-48, s, 48);
115 t = bound(-48, t, 48);
116 to = teleporter.enemy.origin
117 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
121 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
122 step = to + ((safe - to) * v_forward) * v_forward;
123 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
126 print("'safe' teleport location is not safe!\n");
127 // FAIL TODO why does this happen?
130 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
131 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
134 print("trace_endpos in solid, this can't be!\n");
135 // FAIL TODO why does this happen? (reported by MrBougo)
138 to = trace_endpos + normalize(safe - trace_endpos) * 0;
139 //print(vtos(to), "\n");
141 // ang_x stuff works around weird quake angles
142 if(player.classname == "player")
144 ang = player.v_angle;
146 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
147 ang = Portal_Transform_Multiply(transform, ang);
150 // PLAYERS use different math
153 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
155 fixedmakevectors(ang);
156 old_forward = v_forward;
158 fixedmakevectors(ang_y * '0 1 0');
159 old_yawforward = v_forward;
161 // their aiming directions are portalled...
162 new_forward = Portal_Transform_Apply(transform, old_forward);
163 new_up = Portal_Transform_Apply(transform, old_up);
164 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
166 // but now find a new sense of direction
168 // assume new_forward points straight up.
171 // new_up could now point forward OR backward... which direction to choose?
173 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
175 // new_yawforward and new_yawup define the new aiming half-circle
176 // we "just" need to find out whether new_up or -new_up is in that half circle
177 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
178 if(new_up * new_yawforward < 0)
179 new_up = -1 * new_up;
180 ang_y = vectoyaw(new_up); // this vector is the yaw we want
181 //print("UP/DOWN path: ", vtos(ang), "\n");
185 // good angles; here, "forward" suffices
186 ang = fixedvectoangles(new_forward);
187 //print("GOOD path: ", vtos(ang), "\n");
191 ang_z = player.angles_z;
196 ang = Portal_Transform_Multiply(transform, player.angles);
199 // factor -1 allows chaining portals, but may be weird
200 player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
202 if(player.flagcarried)
203 DropFlag(player.flagcarried, player, world);
205 if not(teleporter.enemy)
207 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
211 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
213 if not(teleporter.enemy)
215 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
219 // reset fade counter
220 teleporter.portal_wants_to_vanish = 0;
221 teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
222 teleporter.health = cvar("g_balance_portal_health");
223 teleporter.enemy.health = cvar("g_balance_portal_health");
228 float Portal_FindSafeOrigin(entity portal)
232 portal.mins = PL_MIN - SAFERNUDGE;
233 portal.maxs = PL_MAX + SAFERNUDGE;
234 fixedmakevectors(portal.angles);
235 portal.origin += 16 * v_forward;
236 if(!move_out_of_solid(portal))
239 print("NO SAFE ORIGIN\n");
243 portal.portal_safe_origin = portal.origin;
244 setorigin(portal, o);
248 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
250 float dist, distpersec, delta;
253 dist = (eorg - porg) * pnorm;
254 dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
255 dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
256 dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
257 if(dist < -1) // other side?
259 distpersec = evel * pnorm;
260 if(distpersec >= 0) // going away from the portal?
262 delta = dist / distpersec;
263 v = eorg - evel * delta - porg;
264 v = v - pnorm * (pnorm * v);
265 return vlen(v) < psize;
272 // portal is being removed?
273 if(self.solid != SOLID_TRIGGER)
274 return; // possibly engine bug
276 if(other.classname == "player")
277 return; // handled by think
279 if(other.classname == "item_flag_team")
280 return; // never portal these
282 if(other.classname == "grapplinghook")
283 return; // handled by think
286 error("Portal_Touch called for a broken portal\n");
288 if(trace_fraction < 1)
289 return; // only handle TouchAreaGrid ones (only these can teleport)
290 // for some unknown reason, this also gets collisions from SV_Impact sometimes
292 if(other.classname == "porto")
294 if(other.portal_id == self.portal_id)
297 if(time < self.portal_activatetime)
298 if(other == self.owner)
300 self.portal_activatetime = time + 0.1;
303 if(other != self.owner)
304 if(other.classname == "player")
305 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
306 return; // cannot go through someone else's portal
307 if(other.owner != self.owner)
308 if(other.owner.classname == "player")
309 if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
310 return; // cannot go through someone else's portal
311 fixedmakevectors(self.angles);
312 g = frametime * '0 0 -1' * cvar("sv_gravity");
313 if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
317 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
318 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
320 // can't teleport this
325 if(Portal_TeleportPlayer(self, other))
326 if(other.classname == "porto")
327 if(other.effects & EF_RED)
328 other.effects += EF_BLUE - EF_RED;
332 void Portal_MakeBrokenPortal(entity portal)
335 portal.solid = SOLID_NOT;
336 portal.touch = SUB_Null;
337 portal.think = SUB_Null;
339 portal.nextthink = 0;
340 portal.takedamage = DAMAGE_NO;
343 void Portal_MakeWaitingPortal(entity portal)
346 portal.solid = SOLID_NOT;
347 portal.touch = SUB_Null;
348 portal.think = SUB_Null;
349 portal.effects = EF_ADDITIVE;
350 portal.nextthink = 0;
351 portal.takedamage = DAMAGE_YES;
354 void Portal_MakeInPortal(entity portal)
357 portal.solid = SOLID_TRIGGER;
358 portal.touch = Portal_Touch;
359 portal.think = Portal_Think;
360 portal.effects = EF_RED;
361 portal.nextthink = time;
362 portal.takedamage = DAMAGE_NO;
365 void Portal_MakeOutPortal(entity portal)
368 portal.solid = SOLID_NOT;
369 portal.touch = SUB_Null;
370 portal.think = SUB_Null;
371 portal.effects = EF_STARDUST | EF_BLUE;
372 portal.nextthink = 0;
373 portal.takedamage = DAMAGE_YES;
376 void Portal_Disconnect(entity teleporter, entity destination)
378 teleporter.enemy = world;
379 destination.enemy = world;
380 Portal_MakeBrokenPortal(teleporter);
381 Portal_MakeBrokenPortal(destination);
384 void Portal_Connect(entity teleporter, entity destination)
386 teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
390 // let's verify the transform
391 vector in_f, in_r, in_u;
392 vector out_f, out_r, out_u;
393 fixedmakevectors(teleporter.angles);
397 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
398 fixedmakevectors(destination.angles);
402 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
403 // INTENDED TRANSFORM:
407 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
408 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
409 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
411 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
412 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
416 teleporter.enemy = destination;
417 destination.enemy = teleporter;
418 Portal_MakeInPortal(teleporter);
419 Portal_MakeOutPortal(destination);
420 teleporter.fade_time = time + 15;
421 destination.fade_time = time + 15;
422 teleporter.portal_wants_to_vanish = 0;
423 destination.portal_wants_to_vanish = 0;
426 void Portal_Remove(entity portal, float killed)
433 Portal_Disconnect(portal, e);
434 Portal_Remove(e, killed);
437 if(portal == portal.owner.portal_in)
438 portal.owner.portal_in = world;
439 if(portal == portal.owner.portal_out)
440 portal.owner.portal_out = world;
441 //portal.owner = world;
443 // makes the portal vanish
446 fixedmakevectors(portal.angles);
447 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
448 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
453 Portal_MakeBrokenPortal(portal);
454 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
455 SUB_SetFade(portal, time, 0.5);
459 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
461 if(deathtype == DEATH_TELEFRAG)
463 if(attacker != self.owner)
464 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
466 self.health -= damage;
468 Portal_Remove(self, 1);
471 void Portal_Think_TryTeleportPlayer(entity e, vector g)
473 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
476 // if e would hit the portal in a frame...
477 // already teleport him
478 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
479 if(trace_ent == self)
480 Portal_TeleportPlayer(self, e);
488 // portal is being removed?
489 if(self.solid != SOLID_TRIGGER)
490 return; // possibly engine bug
493 error("Portal_Think called for a broken portal\n");
496 self.solid = SOLID_BBOX;
499 g = frametime * '0 0 -1' * cvar("sv_gravity");
501 fixedmakevectors(self.angles);
506 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
507 continue; // cannot go through someone else's portal
509 if(e != o || time >= self.portal_activatetime)
510 Portal_Think_TryTeleportPlayer(e, g);
513 Portal_Think_TryTeleportPlayer(e.hook, g);
515 self.solid = SOLID_TRIGGER;
518 self.nextthink = time;
520 if(time > self.fade_time)
521 Portal_Remove(self, 0);
524 float Portal_Customize()
526 if(other.classname == "spectator")
528 if(other == self.owner)
530 self.modelindex = self.modelindex_lod0;
532 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
538 self.modelindex = self.modelindex_lod0;
544 // when creating in-portal:
546 // clear existing in-portal
549 // when creating out-portal:
551 // clear existing out-portal
554 // disconnect portals
555 // clear both portals
556 // after timeout of in-portal:
557 // disconnect portals
558 // clear both portals
559 // TODO: ensure only one portal shot at once
560 float Portal_SetInPortal(entity own, entity portal)
565 Portal_Disconnect(own.portal_in, own.portal_out);
566 Portal_Remove(own.portal_in, 0);
568 own.portal_in = portal;
571 own.portal_out.portal_id = portal.portal_id;
572 Portal_Connect(own.portal_in, own.portal_out);
576 float Portal_SetOutPortal(entity own, entity portal)
581 Portal_Disconnect(own.portal_in, own.portal_out);
582 Portal_Remove(own.portal_out, 0);
584 own.portal_out = portal;
587 own.portal_in.portal_id = portal.portal_id;
588 Portal_Connect(own.portal_in, own.portal_out);
592 void Portal_ClearAll_PortalsOnly(entity own)
595 Portal_Remove(own.portal_in, 0);
597 Portal_Remove(own.portal_out, 0);
599 void Portal_ClearAll(entity own)
601 Portal_ClearAll_PortalsOnly(own);
604 void Portal_RemoveLater_Think()
606 Portal_Remove(self, self.cnt);
608 void Portal_RemoveLater(entity portal, float kill)
610 Portal_MakeBrokenPortal(portal);
612 portal.think = Portal_RemoveLater_Think;
613 portal.nextthink = time;
615 void Portal_ClearAllLater_PortalsOnly(entity own)
618 Portal_RemoveLater(own.portal_in, 0);
620 Portal_RemoveLater(own.portal_out, 0);
622 void Portal_ClearAllLater(entity own)
624 Portal_ClearAllLater_PortalsOnly(own);
627 void Portal_ClearWithID(entity own, float id)
630 if(own.portal_in.portal_id == id)
633 Portal_Disconnect(own.portal_in, own.portal_out);
634 Portal_Remove(own.portal_in, 0);
637 if(own.portal_out.portal_id == id)
640 Portal_Disconnect(own.portal_in, own.portal_out);
641 Portal_Remove(own.portal_out, 0);
645 entity Portal_Spawn(entity own, vector org, vector ang)
649 fixedmakevectors(ang);
650 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
654 portal.classname = "portal";
658 portal.think = Portal_Think;
659 portal.nextthink = 0;
660 portal.portal_activatetime = time + 0.1;
661 portal.event_damage = Portal_Damage;
663 portal.fade_time = time + cvar("g_balance_portal_lifetime");
664 portal.health = cvar("g_balance_portal_health");
665 setmodel(portal, "models/portal.md3");
666 portal.modelindex_lod0 = portal.modelindex;
667 portal.customizeentityforclient = Portal_Customize;
669 if(!Portal_FindSafeOrigin(portal))
675 setsize(portal, '-48 -48 -48', '48 48 48');
676 Portal_MakeWaitingPortal(portal);
681 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
688 ang = fixedvectoangles2(trace_plane_normal, dir);
689 fixedmakevectors(ang);
691 portal = Portal_Spawn(own, org, ang);
694 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
695 Portal_ClearAll_PortalsOnly(own);
699 portal.portal_id = portal_id_val;
700 Portal_SetInPortal(own, portal);
705 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
712 ang = fixedvectoangles2(trace_plane_normal, dir);
713 fixedmakevectors(ang);
715 portal = Portal_Spawn(own, org, ang);
718 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
719 Portal_ClearAll_PortalsOnly(own);
723 portal.portal_id = portal_id_val;
724 Portal_SetOutPortal(own, portal);