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1 .vector portal_transform;
2 .vector portal_safe_origin;
3 .float portal_wants_to_vanish;
4 .float portal_activatetime;
5 .float portal_id;
6
7 .entity portal_in, portal_out;
8
9 vector Portal_Transform_Apply(vector transform, vector v)
10 {
11         fixedmakevectors(transform);
12         return v_forward * v_x
13              + v_right   * (-v_y)
14                  + v_up      * v_z;
15 }
16
17 vector Portal_Transform_Multiply(vector t1, vector t2)
18 {
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);
22         m_up = Portal_Transform_Apply(t1, m_up);
23         return vectoangles2(m_forward, m_up);
24 }
25
26 vector Portal_Transform_Invert(vector transform)
27 {
28         vector i_forward, i_up;
29         fixedmakevectors(transform);
30         // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
31         // but these are orthogonal unit vectors!
32         // so to invert, we can simply vectoangles the TRANSPOSED matrix
33         // TODO is this always -transform?
34         i_forward_x = v_forward_x;
35         i_forward_y = -v_right_x;
36         i_forward_z = v_up_x;
37         i_up_x = v_forward_z;
38         i_up_y = -v_right_z;
39         i_up_z = v_up_z;
40 #ifdef DEBUG
41         vector v;
42         v = vectoangles2(i_forward, i_up);
43         print("Transform: ", vtos(transform), "\n");
44         print("Inverted: ", vtos(v), "\n");
45         print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
46         fixedmakevectors(Portal_Transform_Multiply(v, transform));
47         print("Verify: ", vtos(v_forward), "\n");
48         print("Verify: ", vtos(v_right), "\n");
49         print("Verify: ", vtos(v_up), "\n");
50 #endif
51         return vectoangles2(i_forward, i_up);
52 }
53
54 vector Portal_Transform_TurnDirection(vector transform)
55 {
56         // turn 180 degrees around v_up
57         // changes in-direction to out-direction
58         fixedmakevectors(transform);
59         return vectoangles2(-1 * v_forward, 1 * v_up);
60 }
61
62 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
63 {
64         return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
65 }
66
67 float PlayerEdgeDistance(entity p, vector v)
68 {
69         vector vbest;
70
71         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
72         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
73         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
74
75         return vbest * v;
76 }
77
78 .vector right_vector;
79 float Portal_TeleportPlayer(entity teleporter, entity player)
80 {
81         vector from, to, safe, step, transform, ang, newvel;
82         float planeshift, s, t;
83         from = teleporter.origin;
84         transform = teleporter.portal_transform;
85
86         to = teleporter.enemy.origin;
87         to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
88         newvel = Portal_Transform_Apply(transform, player.velocity);
89         // this now is INSIDE the plane... can't use that
90         
91         // shift it out
92         fixedmakevectors(teleporter.enemy.angles);
93
94         // first shift it ON the plane if needed
95         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
96         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
97                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
98                 to += newvel * (planeshift / (newvel * v_forward));
99         else
100                 to += trace_plane_normal * planeshift;
101         
102         s = (to - teleporter.enemy.origin) * v_right;
103         t = (to - teleporter.enemy.origin) * v_up;
104         s = bound(-48, s, 48);
105         t = bound(-48, t, 48);
106         to = teleporter.enemy.origin
107            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
108            +     s                                        * v_right
109            +     t                                        * v_up;
110
111         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
112         step = to + ((safe - to) * v_forward) * v_forward;
113         tracebox(safe, PL_MIN, PL_MAX, step, MOVE_NOMONSTERS, player);
114         if(trace_startsolid)
115         {
116                 bprint("'safe' teleport location is not safe!\n");
117                 // FAIL TODO why does this happen?
118                 return 0;
119         }
120         safe = trace_endpos;
121         tracebox(safe, PL_MIN, PL_MAX, to, MOVE_NOMONSTERS, player);
122         if(trace_startsolid)
123                 error("trace_endpos in solid!");
124         to = trace_endpos;
125
126         // ang_x stuff works around weird quake angles
127         if(player.classname == "player")
128         {
129                 ang = player.v_angle;
130                 ang_x = -ang_x;
131                 ang = Portal_Transform_Multiply(transform, ang);
132                 ang_z = player.angles_z;
133         }
134         else
135         {
136                 ang = player.angles;
137                 ang_x = -ang_x;
138                 ang = Portal_Transform_Multiply(transform, player.angles);
139         }
140         ang_x = -ang_x;
141
142         // factor -1 allows chaining portals, but may be weird
143         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
144
145         if(player.flagcarried)
146                 DropFlag(player.flagcarried);
147         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
148
149         // reset fade counter
150         teleporter.portal_wants_to_vanish = 0;
151         teleporter.fade_time = time + 15;
152         teleporter.enemy.health = 300;
153
154         return 1;
155 }
156
157 float Portal_FindSafeOrigin(entity portal)
158 {
159         vector o;
160         o = portal.origin;
161         portal.mins = PL_MIN - '8 8 8';
162         portal.maxs = PL_MAX + '8 8 8';
163         fixedmakevectors(portal.angles);
164         portal.origin += 16 * v_forward;
165         if(!move_out_of_solid(portal))
166         {
167 #ifdef DEBUG
168                 print("NO SAFE ORIGIN\n");
169 #endif
170                 return 0;
171         }
172         portal.portal_safe_origin = portal.origin;
173         setorigin(portal, o);
174         return 1;
175 }
176
177 void Portal_Touch()
178 {
179         if(trace_fraction < 1)
180                 return; // only handle TouchAreaGrid ones (only these can teleport)
181                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
182         if(!self.enemy)
183         {
184                 objerror("Portal_Touch called for [unconnected] portal\n");
185                 return;
186         }
187         if(other.classname == "porto")
188         {
189                 if(other.portal_id == self.portal_id)
190                         return;
191         }
192         if(time < self.portal_activatetime)
193                 if(other == self.owner)
194                 {
195                         self.portal_activatetime = time + 0.1;
196                         return;
197                 }
198         if(other != self.owner)
199                 if(other.classname == "player")
200                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
201                                 return; // cannot go through someone else's portal
202         fixedmakevectors(self.angles);
203         if((other.origin - self.origin) * v_forward < 0)
204                 return;
205         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
206         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
207         {
208                 // can't teleport this
209                 return;
210         }
211
212         if(Portal_TeleportPlayer(self, other))
213                 if(other.classname == "porto")
214                         if(other.effects & EF_RED)
215                                 other.effects += EF_BLUE - EF_RED;
216 }
217
218 void Portal_MakeBrokenPortal(entity portal)
219 {
220         portal.solid = SOLID_NOT;
221         portal.touch = SUB_Null;
222         portal.effects = 0;
223         //portal.colormod = '1 1 1';
224         portal.nextthink = 0;
225         portal.takedamage = DAMAGE_NO;
226 }
227
228 void Portal_MakeWaitingPortal(entity portal)
229 {
230         portal.solid = SOLID_NOT;
231         portal.touch = SUB_Null;
232         portal.effects = EF_ADDITIVE;
233         portal.colormod = '1 1 1';
234         portal.nextthink = 0;
235         portal.takedamage = DAMAGE_YES;
236 }
237
238 void Portal_MakeInPortal(entity portal)
239 {
240         portal.solid = SOLID_TRIGGER;
241         portal.touch = Portal_Touch;
242         portal.effects = EF_RED;
243         portal.colormod = '1 0 0';
244         portal.nextthink = time;
245         portal.takedamage = DAMAGE_NO;
246 }
247
248 void Portal_MakeOutPortal(entity portal)
249 {
250         portal.solid = SOLID_NOT;
251         portal.touch = SUB_Null;
252         portal.effects = EF_STARDUST | EF_BLUE;
253         portal.colormod = '0 0 1';
254         portal.nextthink = 0;
255         portal.takedamage = DAMAGE_YES;
256 }
257
258 void Portal_Disconnect(entity teleporter, entity destination)
259 {
260         teleporter.enemy = world;
261         destination.enemy = world;
262         Portal_MakeBrokenPortal(teleporter);
263         Portal_MakeBrokenPortal(destination);
264 }
265
266 void Portal_Connect(entity teleporter, entity destination)
267 {
268         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
269
270 #ifdef DEBUG
271         {
272                 // let's verify the transform
273                 vector in_f, in_r, in_u;
274                 vector out_f, out_r, out_u;
275                 fixedmakevectors(teleporter.angles);
276                 in_f = v_forward;
277                 in_r = v_right;
278                 in_u = v_up;
279                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
280                 fixedmakevectors(destination.angles);
281                 out_f = v_forward;
282                 out_r = v_right;
283                 out_u = v_up;
284                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
285                 // INTENDED TRANSFORM:
286                 //   in_f -> -out_f
287                 //   in_r -> -out_r
288                 //   in_u -> +out_u
289                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
290                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
291                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
292
293                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
294                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
295         }
296 #endif
297
298         teleporter.enemy = destination;
299         destination.enemy = teleporter;
300         Portal_MakeInPortal(teleporter);
301         Portal_MakeOutPortal(destination);
302         teleporter.fade_time = time + 15;
303         destination.fade_time = time + 15;
304         teleporter.portal_wants_to_vanish = 0;
305         destination.portal_wants_to_vanish = 0;
306 }
307
308 void Portal_Remove(entity portal, float killed)
309 {
310         entity e;
311         e = portal.enemy;
312
313         if(e)
314         {
315                 Portal_Disconnect(portal, e);
316                 Portal_Remove(e, killed);
317         }
318
319         if(portal == portal.owner.portal_in)
320                 portal.owner.portal_in = world;
321         if(portal == portal.owner.portal_out)
322                 portal.owner.portal_out = world;
323         portal.owner = world;
324
325         // makes the portal vanish
326         if(killed)
327         {
328                 fixedmakevectors(portal.angles);
329                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
330                 remove(portal);
331         }
332         else
333         {
334                 Portal_MakeBrokenPortal(portal);
335                 SUB_SetFade(portal, time, 0.5);
336         }
337 }
338
339 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
340 {
341         if(deathtype == DEATH_TELEFRAG)
342                 return;
343         if(attacker != self.owner)
344                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
345                         return;
346         self.health -= damage;
347         if(self.health < 0)
348         {
349                 Portal_Remove(self, 1);
350         }
351 }
352
353 void Portal_Think()
354 {
355         entity e, o;
356
357         if(self.solid != SOLID_TRIGGER)
358                 error("Portal_Think called for a portal that should not be thinking");
359
360         o = self.owner;
361         self.solid = SOLID_BBOX;
362         self.owner = world;
363         FOR_EACH_PLAYER(e)
364         {
365                 if(time < self.portal_activatetime)
366                         if(e == o)
367                                 continue;
368                 if(e != o)
369                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
370                                 continue; // cannot go through someone else's portal
371                 // if e would hit the portal in a frame...
372                 // already teleport him
373                 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
374                 if(trace_ent == self)
375                         Portal_TeleportPlayer(self, e);
376         }
377         self.solid = SOLID_TRIGGER;
378         self.owner = o;
379
380         self.nextthink = time;
381
382         if(time > self.fade_time)
383                 Portal_Remove(self, 0);
384 }
385
386 float Portal_Customize()
387 {
388         if(other.classname == "spectator")
389                 other = other.enemy;
390         if(other == self.owner)
391                 return TRUE;
392         if(IS_INDEPENDENT_PLAYER(other))
393                 return FALSE;
394         if(IS_INDEPENDENT_PLAYER(self.owner))
395                 return FALSE;
396         return TRUE;
397 }
398
399 // cleanup:
400 //   when creating in-portal:
401 //     disconnect
402 //     clear existing in-portal
403 //     set as in-portal
404 //     connect
405 //   when creating out-portal:
406 //     disconnect
407 //     clear existing out-portal
408 //     set as out-portal
409 //   when player dies:
410 //     disconnect portals
411 //     clear both portals
412 //   after timeout of in-portal:
413 //     disconnect portals
414 //     clear both portals
415 //   TODO: ensure only one portal shot at once
416 float Portal_SetInPortal(entity own, entity portal)
417 {
418         if(own.portal_in)
419         {
420                 if(own.portal_out)
421                         Portal_Disconnect(own.portal_in, own.portal_out);
422                 Portal_Remove(own.portal_in, 0);
423         }
424         own.portal_in = portal;
425         if(own.portal_out)
426         {
427                 own.portal_out.portal_id = portal.portal_id;
428                 Portal_Connect(own.portal_in, own.portal_out);
429         }
430         return 2;
431 }
432 float Portal_SetOutPortal(entity own, entity portal)
433 {
434         if(own.portal_out)
435         {
436                 if(own.portal_in)
437                         Portal_Disconnect(own.portal_in, own.portal_out);
438                 Portal_Remove(own.portal_out, 0);
439         }
440         own.portal_out = portal;
441         if(own.portal_in)
442         {
443                 own.portal_in.portal_id = portal.portal_id;
444                 Portal_Connect(own.portal_in, own.portal_out);
445         }
446         return 1;
447 }
448 void Portal_ClearAll(entity own)
449 {
450         if(own.portal_in)
451                 Portal_Remove(own.portal_in, 0);
452         if(own.portal_out)
453                 Portal_Remove(own.portal_out, 0);
454 }
455 void Portal_ClearWithID(entity own, float id)
456 {
457         if(own.portal_in)
458                 if(own.portal_in.portal_id == id)
459                 {
460                         if(own.portal_out)
461                                 Portal_Disconnect(own.portal_in, own.portal_out);
462                         Portal_Remove(own.portal_in, 0);
463                 }
464         if(own.portal_out)
465                 if(own.portal_out.portal_id == id)
466                 {
467                         if(own.portal_in)
468                                 Portal_Disconnect(own.portal_in, own.portal_out);
469                         Portal_Remove(own.portal_out, 0);
470                 }
471 }
472
473 entity Portal_Spawn(entity own, vector org, vector ang)
474 {
475         entity portal;
476
477         fixedmakevectors(ang);
478         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
479                 return world;
480
481         portal = spawn();
482         portal.classname = "portal";
483         portal.owner = own;
484         portal.origin = org;
485         portal.angles = ang;
486         portal.think = Portal_Think;
487         portal.nextthink = 0;
488         portal.fade_time = time + 15;
489         portal.portal_activatetime = time + 0.1;
490         portal.event_damage = Portal_Damage;
491         portal.health = 300;
492         setmodel(portal, "models/portal.md3");
493         portal.customizeentityforclient = Portal_Customize;
494
495         if(!Portal_FindSafeOrigin(portal))
496         {
497                 remove(portal);
498                 return world;
499         }
500
501         setsize(portal, '-48 -48 -48', '48 48 48');
502         Portal_MakeWaitingPortal(portal);
503
504         return portal;
505 }
506
507 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
508 {
509         entity portal;
510         vector ang;
511         vector org;
512
513         if(trace_ent.movetype == MOVETYPE_WALK)
514         {
515                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
516                 trace_plane_normal = '0 0 1';
517                 dir = -1 * dir; // create telefrag portals the other way round
518         }
519
520         org = trace_endpos;
521         ang = vectoangles2(trace_plane_normal, dir);
522         fixedmakevectors(ang);
523
524         portal = Portal_Spawn(own, org, ang);
525         if(!portal)
526         {
527                 if(!self.portal_out || self.portal_out.portal_id == portal_id_val)
528                         Portal_ClearAll(own);
529                 return 0;
530         }
531
532         portal.portal_id = portal_id_val;
533         Portal_SetInPortal(own, portal);
534         sound(portal, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
535
536         return 1;
537 }
538
539 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
540 {
541         entity portal;
542         vector ang;
543         vector org;
544
545         if(trace_ent.movetype == MOVETYPE_WALK)
546         {
547                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
548                 trace_plane_normal = '0 0 1';
549                 dir = -1 * dir; // create telefrag portals the other way round
550         }
551
552         org = trace_endpos;
553         ang = vectoangles2(trace_plane_normal, dir);
554         fixedmakevectors(ang);
555
556         portal = Portal_Spawn(own, org, ang);
557         if(!portal)
558         {
559                 if(!self.portal_in || self.portal_in.portal_id == portal_id_val)
560                         Portal_ClearAll(own);
561                 return 0;
562         }
563
564         portal.portal_id = portal_id_val;
565         Portal_SetOutPortal(own, portal);
566         sound(portal, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
567
568         return 1;
569 }