1 #define PORTALS_ARE_NOT_SOLID
3 #define SAFENUDGE '1 1 1'
4 #define SAFERNUDGE '8 8 8'
6 .vector portal_transform;
7 .vector portal_safe_origin;
8 .float portal_wants_to_vanish;
9 .float portal_activatetime;
11 float PlayerEdgeDistance(entity p, vector v)
15 if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
16 if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
17 if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
23 float Portal_TeleportPlayer(entity teleporter, entity player)
25 vector from, to, safe, step, transform, ang, newvel;
26 vector new_forward, new_up;
27 vector old_forward, old_up;
28 vector new_yawforward;
29 vector old_yawforward;
30 float planeshift, s, t;
32 if not(teleporter.enemy)
34 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
38 from = teleporter.origin;
39 transform = teleporter.portal_transform;
41 to = teleporter.enemy.origin;
42 to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
43 newvel = AnglesTransform_Apply(transform, player.velocity);
44 // this now is INSIDE the plane... can't use that
47 fixedmakevectors(teleporter.enemy.angles);
49 // first shift it ON the plane if needed
50 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
52 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
53 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
54 to += newvel * (planeshift / (newvel * v_forward));
57 to += v_forward * planeshift;
59 s = (to - teleporter.enemy.origin) * v_right;
60 t = (to - teleporter.enemy.origin) * v_up;
61 s = bound(-48, s, 48);
62 t = bound(-48, t, 48);
63 to = teleporter.enemy.origin
64 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
68 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
69 step = to + ((safe - to) * v_forward) * v_forward;
70 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
73 print("'safe' teleport location is not safe!\n");
74 // FAIL TODO why does this happen?
77 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
78 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
81 print("trace_endpos in solid, this can't be!\n");
82 // FAIL TODO why does this happen? (reported by MrBougo)
85 to = trace_endpos + normalize(safe - trace_endpos) * 0;
86 //print(vtos(to), "\n");
88 // ang_x stuff works around weird quake angles
89 if(player.classname == "player")
93 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
94 ang = AnglesTransform_Multiply(transform, ang);
97 // PLAYERS use different math
100 //print("reference: ", vtos(AnglesTransform_Multiply(transform, ang)), "\n");
102 fixedmakevectors(ang);
103 old_forward = v_forward;
105 fixedmakevectors(ang_y * '0 1 0');
106 old_yawforward = v_forward;
108 // their aiming directions are portalled...
109 new_forward = AnglesTransform_Apply(transform, old_forward);
110 new_up = AnglesTransform_Apply(transform, old_up);
111 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
113 // but now find a new sense of direction
115 // assume new_forward points straight up.
118 // new_up could now point forward OR backward... which direction to choose?
120 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
122 // new_yawforward and new_yawup define the new aiming half-circle
123 // we "just" need to find out whether new_up or -new_up is in that half circle
124 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
125 if(new_up * new_yawforward < 0)
126 new_up = -1 * new_up;
127 ang_y = vectoyaw(new_up); // this vector is the yaw we want
128 //print("UP/DOWN path: ", vtos(ang), "\n");
132 // good angles; here, "forward" suffices
133 ang = fixedvectoangles(new_forward);
134 //print("GOOD path: ", vtos(ang), "\n");
138 ang_z = player.angles_z;
143 ang = AnglesTransform_Multiply(transform, player.angles);
146 // factor -1 allows chaining portals, but may be weird
147 player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
149 if(player.flagcarried)
150 DropFlag(player.flagcarried, player, world);
152 if not(teleporter.enemy)
154 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
159 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
162 // telefrag within 1 second of portal creation = amazing
163 if(time < teleporter.teleport_time + 1)
164 announce(player, "announcer/male/amazing.wav");
167 if not(teleporter.enemy)
169 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
173 // reset fade counter
174 teleporter.portal_wants_to_vanish = 0;
175 teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
176 teleporter.health = cvar("g_balance_portal_health");
177 teleporter.enemy.health = cvar("g_balance_portal_health");
182 float Portal_FindSafeOrigin(entity portal)
186 portal.mins = PL_MIN - SAFERNUDGE;
187 portal.maxs = PL_MAX + SAFERNUDGE;
188 fixedmakevectors(portal.angles);
189 portal.origin += 16 * v_forward;
190 if(!move_out_of_solid(portal))
193 print("NO SAFE ORIGIN\n");
197 portal.portal_safe_origin = portal.origin;
198 setorigin(portal, o);
202 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
204 float dist, distpersec, delta;
207 dist = (eorg - porg) * pnorm;
208 dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
209 dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
210 dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
211 if(dist < -1) // other side?
213 #ifdef PORTALS_ARE_NOT_SOLID
214 distpersec = evel * pnorm;
215 if(distpersec >= 0) // going away from the portal?
217 // we don't need this check with solid portals, them being SOLID_BSP should suffice
218 delta = dist / distpersec;
219 v = eorg - evel * delta - porg;
220 v = v - pnorm * (pnorm * v);
221 return vlen(v) < psize;
231 #ifdef PORTALS_ARE_NOT_SOLID
232 // portal is being removed?
233 if(self.solid != SOLID_TRIGGER)
234 return; // possibly engine bug
236 if(other.classname == "player")
237 return; // handled by think
240 if(other.classname == "item_flag_team")
241 return; // never portal these
243 if(other.classname == "grapplinghook")
244 return; // handled by think
247 error("Portal_Touch called for a broken portal\n");
249 #ifdef PORTALS_ARE_NOT_SOLID
250 if(trace_fraction < 1)
251 return; // only handle TouchAreaGrid ones (only these can teleport)
253 if(trace_fraction >= 1)
254 return; // only handle impacts
257 if(other.classname == "porto")
259 if(other.portal_id == self.portal_id)
262 if(time < self.portal_activatetime)
263 if(other == self.aiment)
265 self.portal_activatetime = time + 0.1;
268 if(other != self.aiment)
269 if(other.classname == "player")
270 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
271 return; // cannot go through someone else's portal
272 if(other.aiment != self.aiment)
273 if(other.aiment.classname == "player")
274 if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
275 return; // cannot go through someone else's portal
276 fixedmakevectors(self.angles);
277 g = frametime * '0 0 -1' * cvar("sv_gravity");
278 if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
282 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
283 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
285 // can't teleport this
290 if(Portal_TeleportPlayer(self, other))
291 if(other.classname == "porto")
292 if(other.effects & EF_RED)
293 other.effects += EF_BLUE - EF_RED;
297 void Portal_MakeBrokenPortal(entity portal)
300 portal.solid = SOLID_NOT;
301 portal.touch = SUB_Null;
302 portal.think = SUB_Null;
304 portal.nextthink = 0;
305 portal.takedamage = DAMAGE_NO;
308 void Portal_MakeWaitingPortal(entity portal)
311 portal.solid = SOLID_NOT;
312 portal.touch = SUB_Null;
313 portal.think = SUB_Null;
314 portal.effects = EF_ADDITIVE;
315 portal.nextthink = 0;
316 portal.takedamage = DAMAGE_YES;
319 void Portal_MakeInPortal(entity portal)
322 #ifdef PORTALS_ARE_NOT_SOLID
323 portal.solid = SOLID_TRIGGER;
325 portal.solid = SOLID_BSP;
327 portal.touch = Portal_Touch;
328 portal.think = Portal_Think;
329 portal.effects = EF_RED;
330 portal.nextthink = time;
331 portal.takedamage = DAMAGE_NO;
334 void Portal_MakeOutPortal(entity portal)
337 portal.solid = SOLID_NOT;
338 portal.touch = SUB_Null;
339 portal.think = SUB_Null;
340 portal.effects = EF_STARDUST | EF_BLUE;
341 portal.nextthink = 0;
342 portal.takedamage = DAMAGE_YES;
345 void Portal_Disconnect(entity teleporter, entity destination)
347 teleporter.enemy = world;
348 destination.enemy = world;
349 Portal_MakeBrokenPortal(teleporter);
350 Portal_MakeBrokenPortal(destination);
353 void Portal_Connect(entity teleporter, entity destination)
355 teleporter.portal_transform = AnglesTransform_Divide(AnglesTransform_TurnDirection(destination.angles), teleporter.angles);
357 teleporter.enemy = destination;
358 destination.enemy = teleporter;
359 Portal_MakeInPortal(teleporter);
360 Portal_MakeOutPortal(destination);
361 teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
362 destination.fade_time = teleporter.fade_time;
363 teleporter.portal_wants_to_vanish = 0;
364 destination.portal_wants_to_vanish = 0;
365 teleporter.teleport_time = time;
368 void Portal_Remove(entity portal, float killed)
375 Portal_Disconnect(portal, e);
376 Portal_Remove(e, killed);
379 if(portal == portal.aiment.portal_in)
380 portal.aiment.portal_in = world;
381 if(portal == portal.aiment.portal_out)
382 portal.aiment.portal_out = world;
383 //portal.aiment = world;
385 // makes the portal vanish
388 fixedmakevectors(portal.angles);
389 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
390 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
395 Portal_MakeBrokenPortal(portal);
396 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
397 SUB_SetFade(portal, time, 0.5);
401 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
403 if(deathtype == DEATH_TELEFRAG)
405 if(attacker != self.aiment)
406 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
408 self.health -= damage;
410 Portal_Remove(self, 1);
413 void Portal_Think_TryTeleportPlayer(entity e, vector g)
415 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
418 // if e would hit the portal in a frame...
419 // already teleport him
420 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
421 if(trace_ent == self)
422 Portal_TeleportPlayer(self, e);
430 #ifdef PORTALS_ARE_NOT_SOLID
431 // portal is being removed?
432 if(self.solid != SOLID_TRIGGER)
433 return; // possibly engine bug
436 error("Portal_Think called for a broken portal\n");
439 self.solid = SOLID_BBOX;
442 g = frametime * '0 0 -1' * cvar("sv_gravity");
444 fixedmakevectors(self.angles);
449 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
450 continue; // cannot go through someone else's portal
452 if(e != o || time >= self.portal_activatetime)
453 Portal_Think_TryTeleportPlayer(e, g);
456 Portal_Think_TryTeleportPlayer(e.hook, g);
458 self.solid = SOLID_TRIGGER;
462 self.nextthink = time;
464 if(time > self.fade_time)
465 Portal_Remove(self, 0);
468 float Portal_Customize()
470 if(other.classname == "spectator")
472 if(other == self.aiment)
474 self.modelindex = self.modelindex_lod0;
476 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
482 self.modelindex = self.modelindex_lod0;
488 // when creating in-portal:
490 // clear existing in-portal
493 // when creating out-portal:
495 // clear existing out-portal
498 // disconnect portals
499 // clear both portals
500 // after timeout of in-portal:
501 // disconnect portals
502 // clear both portals
503 // TODO: ensure only one portal shot at once
504 float Portal_SetInPortal(entity own, entity portal)
509 Portal_Disconnect(own.portal_in, own.portal_out);
510 Portal_Remove(own.portal_in, 0);
512 own.portal_in = portal;
515 own.portal_out.portal_id = portal.portal_id;
516 Portal_Connect(own.portal_in, own.portal_out);
520 float Portal_SetOutPortal(entity own, entity portal)
525 Portal_Disconnect(own.portal_in, own.portal_out);
526 Portal_Remove(own.portal_out, 0);
528 own.portal_out = portal;
531 own.portal_in.portal_id = portal.portal_id;
532 Portal_Connect(own.portal_in, own.portal_out);
536 void Portal_ClearAll_PortalsOnly(entity own)
539 Portal_Remove(own.portal_in, 0);
541 Portal_Remove(own.portal_out, 0);
543 void Portal_ClearAll(entity own)
545 Portal_ClearAll_PortalsOnly(own);
548 void Portal_RemoveLater_Think()
550 Portal_Remove(self, self.cnt);
552 void Portal_RemoveLater(entity portal, float kill)
554 Portal_MakeBrokenPortal(portal);
556 portal.think = Portal_RemoveLater_Think;
557 portal.nextthink = time;
559 void Portal_ClearAllLater_PortalsOnly(entity own)
562 Portal_RemoveLater(own.portal_in, 0);
564 Portal_RemoveLater(own.portal_out, 0);
566 void Portal_ClearAllLater(entity own)
568 Portal_ClearAllLater_PortalsOnly(own);
571 void Portal_ClearWithID(entity own, float id)
574 if(own.portal_in.portal_id == id)
577 Portal_Disconnect(own.portal_in, own.portal_out);
578 Portal_Remove(own.portal_in, 0);
581 if(own.portal_out.portal_id == id)
584 Portal_Disconnect(own.portal_in, own.portal_out);
585 Portal_Remove(own.portal_out, 0);
589 entity Portal_Spawn(entity own, vector org, vector ang)
593 fixedmakevectors(ang);
594 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
598 portal.classname = "portal";
602 portal.think = Portal_Think;
603 portal.nextthink = 0;
604 portal.portal_activatetime = time + 0.1;
605 portal.event_damage = Portal_Damage;
606 portal.fade_time = time + cvar("g_balance_portal_lifetime");
607 portal.health = cvar("g_balance_portal_health");
608 setmodel(portal, "models/portal.md3");
609 portal.modelindex_lod0 = portal.modelindex;
610 portal.customizeentityforclient = Portal_Customize;
612 if(!Portal_FindSafeOrigin(portal))
618 setsize(portal, '-48 -48 -48', '48 48 48');
619 Portal_MakeWaitingPortal(portal);
624 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
631 ang = fixedvectoangles2(trace_plane_normal, dir);
632 fixedmakevectors(ang);
634 portal = Portal_Spawn(own, org, ang);
637 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
638 Portal_ClearAll_PortalsOnly(own);
642 portal.portal_id = portal_id_val;
643 Portal_SetInPortal(own, portal);
648 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
655 ang = fixedvectoangles2(trace_plane_normal, dir);
656 fixedmakevectors(ang);
658 portal = Portal_Spawn(own, org, ang);
661 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
662 Portal_ClearAll_PortalsOnly(own);
666 portal.portal_id = portal_id_val;
667 Portal_SetOutPortal(own, portal);