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 from = teleporter.origin;
88 transform = teleporter.portal_transform;
90 to = teleporter.enemy.origin;
91 to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
92 newvel = Portal_Transform_Apply(transform, player.velocity);
93 // this now is INSIDE the plane... can't use that
96 fixedmakevectors(teleporter.enemy.angles);
98 // first shift it ON the plane if needed
99 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
100 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
101 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
102 to += newvel * (planeshift / (newvel * v_forward));
104 to += trace_plane_normal * planeshift;
106 s = (to - teleporter.enemy.origin) * v_right;
107 t = (to - teleporter.enemy.origin) * v_up;
108 s = bound(-48, s, 48);
109 t = bound(-48, t, 48);
110 to = teleporter.enemy.origin
111 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
115 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
116 step = to + ((safe - to) * v_forward) * v_forward;
117 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
120 print("'safe' teleport location is not safe!\n");
121 // FAIL TODO why does this happen?
124 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
125 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
128 print("trace_endpos in solid, this can't be!\n");
129 // FAIL TODO why does this happen? (reported by MrBougo)
132 to = trace_endpos + normalize(safe - trace_endpos) * 0;
133 //print(vtos(to), "\n");
135 // ang_x stuff works around weird quake angles
136 if(player.classname == "player")
138 ang = player.v_angle;
140 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
141 ang = Portal_Transform_Multiply(transform, ang);
144 // PLAYERS use different math
147 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
149 fixedmakevectors(ang);
150 old_forward = v_forward;
152 fixedmakevectors(ang_y * '0 1 0');
153 old_yawforward = v_forward;
155 // their aiming directions are portalled...
156 new_forward = Portal_Transform_Apply(transform, old_forward);
157 new_up = Portal_Transform_Apply(transform, old_up);
158 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
160 // but now find a new sense of direction
162 // assume new_forward points straight up.
165 // new_up could now point forward OR backward... which direction to choose?
167 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
169 // new_yawforward and new_yawup define the new aiming half-circle
170 // we "just" need to find out whether new_up or -new_up is in that half circle
171 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
172 if(new_up * new_yawforward < 0)
173 new_up = -1 * new_up;
174 ang_y = vectoyaw(new_up); // this vector is the yaw we want
175 //print("UP/DOWN path: ", vtos(ang), "\n");
179 // good angles; here, "forward" suffices
180 ang = fixedvectoangles(new_forward);
181 //print("GOOD path: ", vtos(ang), "\n");
185 ang_z = player.angles_z;
190 ang = Portal_Transform_Multiply(transform, player.angles);
193 // factor -1 allows chaining portals, but may be weird
194 player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
196 if(player.flagcarried)
197 DropFlag(player.flagcarried, player, world);
198 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
200 // reset fade counter
201 teleporter.portal_wants_to_vanish = 0;
202 teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
203 teleporter.health = cvar("g_balance_portal_health");
204 teleporter.enemy.health = cvar("g_balance_portal_health");
209 float Portal_FindSafeOrigin(entity portal)
213 portal.mins = PL_MIN - SAFERNUDGE;
214 portal.maxs = PL_MAX + SAFERNUDGE;
215 fixedmakevectors(portal.angles);
216 portal.origin += 16 * v_forward;
217 if(!move_out_of_solid(portal))
220 print("NO SAFE ORIGIN\n");
224 portal.portal_safe_origin = portal.origin;
225 setorigin(portal, o);
231 // portal is being removed?
232 if(self.solid != SOLID_TRIGGER)
233 return; // possibly engine bug
236 error("Portal_Touch called for a broken portal\n");
238 if(trace_fraction < 1)
239 return; // only handle TouchAreaGrid ones (only these can teleport)
240 // for some unknown reason, this also gets collisions from SV_Impact sometimes
242 if(other.classname == "porto")
244 if(other.portal_id == self.portal_id)
247 if(time < self.portal_activatetime)
248 if(other == self.owner)
250 self.portal_activatetime = time + 0.1;
253 if(other != self.owner)
254 if(other.classname == "player")
255 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
256 return; // cannot go through someone else's portal
257 if(other.owner != self.owner)
258 if(other.owner.classname == "player")
259 if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
260 return; // cannot go through someone else's portal
261 fixedmakevectors(self.angles);
262 if((other.origin - self.origin) * v_forward < 0)
264 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
265 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
267 // can't teleport this
271 if(Portal_TeleportPlayer(self, other))
272 if(other.classname == "porto")
273 if(other.effects & EF_RED)
274 other.effects += EF_BLUE - EF_RED;
278 void Portal_MakeBrokenPortal(entity portal)
280 portal.solid = SOLID_NOT;
281 portal.touch = SUB_Null;
282 portal.think = SUB_Null;
284 //portal.colormod = '1 1 1';
285 portal.nextthink = 0;
286 portal.takedamage = DAMAGE_NO;
289 void Portal_MakeWaitingPortal(entity portal)
291 portal.solid = SOLID_NOT;
292 portal.touch = SUB_Null;
293 portal.think = SUB_Null;
294 portal.effects = EF_ADDITIVE;
295 portal.colormod = '1 1 1';
296 portal.nextthink = 0;
297 portal.takedamage = DAMAGE_YES;
300 void Portal_MakeInPortal(entity portal)
302 portal.solid = SOLID_TRIGGER;
303 portal.touch = Portal_Touch;
304 portal.think = Portal_Think;
305 portal.effects = EF_RED;
306 portal.colormod = '1 0 0';
307 portal.nextthink = time;
308 portal.takedamage = DAMAGE_NO;
311 void Portal_MakeOutPortal(entity portal)
313 portal.solid = SOLID_NOT;
314 portal.touch = SUB_Null;
315 portal.think = SUB_Null;
316 portal.effects = EF_STARDUST | EF_BLUE;
317 portal.colormod = '0 0 1';
318 portal.nextthink = 0;
319 portal.takedamage = DAMAGE_YES;
322 void Portal_Disconnect(entity teleporter, entity destination)
324 teleporter.enemy = world;
325 destination.enemy = world;
326 Portal_MakeBrokenPortal(teleporter);
327 Portal_MakeBrokenPortal(destination);
330 void Portal_Connect(entity teleporter, entity destination)
332 teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
336 // let's verify the transform
337 vector in_f, in_r, in_u;
338 vector out_f, out_r, out_u;
339 fixedmakevectors(teleporter.angles);
343 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
344 fixedmakevectors(destination.angles);
348 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
349 // INTENDED TRANSFORM:
353 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
354 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
355 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
357 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
358 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
362 teleporter.enemy = destination;
363 destination.enemy = teleporter;
364 Portal_MakeInPortal(teleporter);
365 Portal_MakeOutPortal(destination);
366 teleporter.fade_time = time + 15;
367 destination.fade_time = time + 15;
368 teleporter.portal_wants_to_vanish = 0;
369 destination.portal_wants_to_vanish = 0;
372 void Portal_Remove(entity portal, float killed)
379 Portal_Disconnect(portal, e);
380 Portal_Remove(e, killed);
383 if(portal == portal.owner.portal_in)
384 portal.owner.portal_in = world;
385 if(portal == portal.owner.portal_out)
386 portal.owner.portal_out = world;
387 //portal.owner = world;
389 // makes the portal vanish
392 fixedmakevectors(portal.angles);
393 sound(portal, CHAN_PROJECTILE, "porto/explode.ogg", VOL_BASE, ATTN_NORM);
394 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
399 Portal_MakeBrokenPortal(portal);
400 sound(portal, CHAN_PROJECTILE, "porto/expire.ogg", VOL_BASE, ATTN_NORM);
401 SUB_SetFade(portal, time, 0.5);
405 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
407 if(deathtype == DEATH_TELEFRAG)
409 if(attacker != self.owner)
410 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
412 self.health -= damage;
414 Portal_Remove(self, 1);
421 // portal is being removed?
422 if(self.solid != SOLID_TRIGGER)
423 return; // possibly engine bug
426 error("Portal_Think called for a broken portal\n");
429 self.solid = SOLID_BBOX;
432 fixedmakevectors(self.angles);
436 if(time < self.portal_activatetime)
440 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
441 continue; // cannot go through someone else's portal
442 if((e.origin - self.origin) * v_forward < 0) // wrong side of the plane? no teleport
445 // if e would hit the portal in a frame...
446 // already teleport him
447 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
448 if(trace_ent == self)
449 Portal_TeleportPlayer(self, e);
451 self.solid = SOLID_TRIGGER;
454 self.nextthink = time;
456 if(time > self.fade_time)
457 Portal_Remove(self, 0);
460 float Portal_Customize()
462 if(other.classname == "spectator")
464 if(other == self.owner)
466 self.modelindex = self.modelindex_lod0;
468 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
474 self.modelindex = self.modelindex_lod0;
480 // when creating in-portal:
482 // clear existing in-portal
485 // when creating out-portal:
487 // clear existing out-portal
490 // disconnect portals
491 // clear both portals
492 // after timeout of in-portal:
493 // disconnect portals
494 // clear both portals
495 // TODO: ensure only one portal shot at once
496 float Portal_SetInPortal(entity own, entity portal)
501 Portal_Disconnect(own.portal_in, own.portal_out);
502 Portal_Remove(own.portal_in, 0);
504 own.portal_in = portal;
507 own.portal_out.portal_id = portal.portal_id;
508 Portal_Connect(own.portal_in, own.portal_out);
512 float Portal_SetOutPortal(entity own, entity portal)
517 Portal_Disconnect(own.portal_in, own.portal_out);
518 Portal_Remove(own.portal_out, 0);
520 own.portal_out = portal;
523 own.portal_in.portal_id = portal.portal_id;
524 Portal_Connect(own.portal_in, own.portal_out);
528 void Portal_ClearAll_PortalsOnly(entity own)
531 Portal_Remove(own.portal_in, 0);
533 Portal_Remove(own.portal_out, 0);
535 void Portal_ClearAll(entity own)
537 Portal_ClearAll_PortalsOnly(own);
540 void Portal_RemoveLater_Think()
542 Portal_Remove(self, self.cnt);
544 void Portal_RemoveLater(entity portal, float kill)
546 Portal_MakeBrokenPortal(portal);
548 portal.think = Portal_RemoveLater_Think;
549 portal.nextthink = time;
551 void Portal_ClearAllLater_PortalsOnly(entity own)
554 Portal_RemoveLater(own.portal_in, 0);
556 Portal_RemoveLater(own.portal_out, 0);
558 void Portal_ClearAllLater(entity own)
560 Portal_ClearAllLater_PortalsOnly(own);
563 void Portal_ClearWithID(entity own, float id)
566 if(own.portal_in.portal_id == id)
569 Portal_Disconnect(own.portal_in, own.portal_out);
570 Portal_Remove(own.portal_in, 0);
573 if(own.portal_out.portal_id == id)
576 Portal_Disconnect(own.portal_in, own.portal_out);
577 Portal_Remove(own.portal_out, 0);
581 entity Portal_Spawn(entity own, vector org, vector ang)
585 fixedmakevectors(ang);
586 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
590 portal.classname = "portal";
594 portal.think = Portal_Think;
595 portal.nextthink = 0;
596 portal.portal_activatetime = time + 1.1;
597 portal.event_damage = Portal_Damage;
599 portal.fade_time = time + cvar("g_balance_portal_lifetime");
600 portal.health = cvar("g_balance_portal_health");
601 setmodel(portal, "models/portal.md3");
602 portal.modelindex_lod0 = portal.modelindex;
603 portal.customizeentityforclient = Portal_Customize;
605 if(!Portal_FindSafeOrigin(portal))
611 setsize(portal, '-48 -48 -48', '48 48 48');
612 Portal_MakeWaitingPortal(portal);
617 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
624 ang = fixedvectoangles2(trace_plane_normal, dir);
625 fixedmakevectors(ang);
627 portal = Portal_Spawn(own, org, ang);
630 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
631 Portal_ClearAll_PortalsOnly(own);
635 portal.portal_id = portal_id_val;
636 Portal_SetInPortal(own, portal);
641 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
648 ang = fixedvectoangles2(trace_plane_normal, dir);
649 fixedmakevectors(ang);
651 portal = Portal_Spawn(own, org, ang);
654 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
655 Portal_ClearAll_PortalsOnly(own);
659 portal.portal_id = portal_id_val;
660 Portal_SetOutPortal(own, portal);