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fix running guns
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1 #define PORTALS_ARE_NOT_SOLID
2
3 #define SAFENUDGE '1 1 1'
4 #define SAFERNUDGE '8 8 8'
5
6 .vector portal_transform;
7 .vector portal_safe_origin;
8 .float portal_wants_to_vanish;
9 .float portal_activatetime;
10
11 float PlayerEdgeDistance(entity p, vector v)
12 {
13         vector vbest;
14
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;
18
19         return vbest * v;
20 }
21
22 .vector right_vector;
23 float Portal_TeleportPlayer(entity teleporter, entity player)
24 {
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;
31
32         if not(teleporter.enemy)
33         {
34                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
35                 return 0;
36         }
37
38         from = teleporter.origin;
39         transform = teleporter.portal_transform;
40
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
45
46         // shift it out
47         fixedmakevectors(teleporter.enemy.angles);
48
49         // first shift it ON the plane if needed
50         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
51         /*
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));
55         else
56         */
57                 to += v_forward * planeshift;
58
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
65            +     s                                        * v_right
66            +     t                                        * v_up;
67
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);
71         if(trace_startsolid)
72         {
73                 print("'safe' teleport location is not safe!\n");
74                 // FAIL TODO why does this happen?
75                 return 0;
76         }
77         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
78         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
79         if(trace_startsolid)
80         {
81                 print("trace_endpos in solid, this can't be!\n");
82                 // FAIL TODO why does this happen? (reported by MrBougo)
83                 return 0;
84         }
85         to = trace_endpos + normalize(safe - trace_endpos) * 0;
86         //print(vtos(to), "\n");
87
88         // ang_x stuff works around weird quake angles
89         if(player.classname == "player")
90         {
91                 ang = player.v_angle;
92                 /*
93                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
94                 ang = AnglesTransform_Multiply(transform, ang);
95                 */
96
97                 // PLAYERS use different math
98                 ang_x = -ang_x;
99
100                 //print("reference: ", vtos(AnglesTransform_Multiply(transform, ang)), "\n");
101
102                 fixedmakevectors(ang);
103                 old_forward = v_forward;
104                 old_up = v_up;
105                 fixedmakevectors(ang_y * '0 1 0');
106                 old_yawforward = v_forward;
107
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);
112
113                 // but now find a new sense of direction
114                 // this is NOT easy!
115                 // assume new_forward points straight up.
116                 // What is our yaw?
117                 //
118                 // new_up could now point forward OR backward... which direction to choose?
119
120                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
121                 {
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");
129                 }
130                 else
131                 {
132                         // good angles; here, "forward" suffices
133                         ang = fixedvectoangles(new_forward);
134                         //print("GOOD path: ", vtos(ang), "\n");
135                 }
136
137                 ang_x = -ang_x;
138                 ang_z = player.angles_z;
139         }
140         else
141         {
142                 ang = player.angles;
143                 ang = AnglesTransform_Multiply(transform, player.angles);
144         }
145
146         // factor -1 allows chaining portals, but may be weird
147         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
148
149         if(player.flagcarried)
150                 DropFlag(player.flagcarried, player, world);
151
152         if not(teleporter.enemy)
153         {
154                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
155                 return 0;
156         }
157
158         tdeath_hit = 0;
159         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
160         if(tdeath_hit)
161         {
162                 // telefrag within 1 second of portal creation = amazing
163                 if(time < teleporter.teleport_time + 1)
164                         announce(player, "announcer/male/amazing.wav");
165         }
166
167         if not(teleporter.enemy)
168         {
169                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
170                 return 0;
171         }
172
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");
178
179         return 1;
180 }
181
182 float Portal_FindSafeOrigin(entity portal)
183 {
184         vector o;
185         o = portal.origin;
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))
191         {
192 #ifdef DEBUG
193                 print("NO SAFE ORIGIN\n");
194 #endif
195                 return 0;
196         }
197         portal.portal_safe_origin = portal.origin;
198         setorigin(portal, o);
199         return 1;
200 }
201
202 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
203 {
204         float dist, distpersec, delta;
205         vector v;
206
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?
212                 return 0;
213 #ifdef PORTALS_ARE_NOT_SOLID
214         distpersec = evel * pnorm;
215         if(distpersec >= 0) // going away from the portal?
216                 return 0;
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;
222 #else
223         return 1;
224 #endif
225 }
226
227 void Portal_Touch()
228 {
229         vector g;
230
231 #ifdef PORTALS_ARE_NOT_SOLID
232         // portal is being removed?
233         if(self.solid != SOLID_TRIGGER)
234                 return; // possibly engine bug
235
236         if(other.classname == "player")
237                 return; // handled by think
238 #endif
239
240         if(other.classname == "item_flag_team")
241                 return; // never portal these
242
243         if(other.classname == "grapplinghook")
244                 return; // handled by think
245
246         if(!self.enemy)
247                 error("Portal_Touch called for a broken portal\n");
248
249 #ifdef PORTALS_ARE_NOT_SOLID
250         if(trace_fraction < 1)
251                 return; // only handle TouchAreaGrid ones (only these can teleport)
252 #else
253         if(trace_fraction >= 1)
254                 return; // only handle impacts
255 #endif
256
257         if(other.classname == "porto")
258         {
259                 if(other.portal_id == self.portal_id)
260                         return;
261         }
262         if(time < self.portal_activatetime)
263                 if(other == self.aiment)
264                 {
265                         self.portal_activatetime = time + 0.1;
266                         return;
267                 }
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))
279                 return;
280
281         /*
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)
284         {
285                 // can't teleport this
286                 return;
287         }
288         */
289
290         if(Portal_TeleportPlayer(self, other))
291                 if(other.classname == "porto")
292                         if(other.effects & EF_RED)
293                                 other.effects += EF_BLUE - EF_RED;
294 }
295
296 void Portal_Think();
297 void Portal_MakeBrokenPortal(entity portal)
298 {
299         portal.skin = 2;
300         portal.solid = SOLID_NOT;
301         portal.touch = SUB_Null;
302         portal.think = SUB_Null;
303         portal.effects = 0;
304         portal.nextthink = 0;
305         portal.takedamage = DAMAGE_NO;
306 }
307
308 void Portal_MakeWaitingPortal(entity portal)
309 {
310         portal.skin = 2;
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;
317 }
318
319 void Portal_MakeInPortal(entity portal)
320 {
321         portal.skin = 0;
322         portal.solid = SOLID_NOT; // this is done when connecting them!
323         portal.touch = Portal_Touch;
324         portal.think = Portal_Think;
325         portal.effects = EF_RED;
326         portal.nextthink = time;
327         portal.takedamage = DAMAGE_NO;
328 }
329
330 void Portal_MakeOutPortal(entity portal)
331 {
332         portal.skin = 1;
333         portal.solid = SOLID_NOT;
334         portal.touch = SUB_Null;
335         portal.think = SUB_Null;
336         portal.effects = EF_STARDUST | EF_BLUE;
337         portal.nextthink = 0;
338         portal.takedamage = DAMAGE_YES;
339 }
340
341 void Portal_Disconnect(entity teleporter, entity destination)
342 {
343         teleporter.enemy = world;
344         destination.enemy = world;
345         Portal_MakeBrokenPortal(teleporter);
346         Portal_MakeBrokenPortal(destination);
347 }
348
349 void Portal_Connect(entity teleporter, entity destination)
350 {
351         teleporter.portal_transform = AnglesTransform_Divide(AnglesTransform_TurnDirection(destination.angles), teleporter.angles);
352
353         teleporter.enemy = destination;
354         destination.enemy = teleporter;
355         Portal_MakeInPortal(teleporter);
356         Portal_MakeOutPortal(destination);
357         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
358         destination.fade_time = teleporter.fade_time;
359         teleporter.portal_wants_to_vanish = 0;
360         destination.portal_wants_to_vanish = 0;
361         teleporter.teleport_time = time;
362 #ifdef PORTALS_ARE_NOT_SOLID
363         teleporter.solid = SOLID_TRIGGER;
364 #else
365         teleporter.solid = SOLID_BSP;
366 #endif
367 }
368
369 void Portal_Remove(entity portal, float killed)
370 {
371         entity e;
372         e = portal.enemy;
373
374         if(e)
375         {
376                 Portal_Disconnect(portal, e);
377                 Portal_Remove(e, killed);
378         }
379
380         if(portal == portal.aiment.portal_in)
381                 portal.aiment.portal_in = world;
382         if(portal == portal.aiment.portal_out)
383                 portal.aiment.portal_out = world;
384         //portal.aiment = world;
385
386         // makes the portal vanish
387         if(killed)
388         {
389                 fixedmakevectors(portal.angles);
390                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
391                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
392                 remove(portal);
393         }
394         else
395         {
396                 Portal_MakeBrokenPortal(portal);
397                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
398                 SUB_SetFade(portal, time, 0.5);
399         }
400 }
401
402 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
403 {
404         if(deathtype == DEATH_TELEFRAG)
405                 return;
406         if(attacker != self.aiment)
407                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
408                         return;
409         self.health -= damage;
410         if(self.health < 0)
411                 Portal_Remove(self, 1);
412 }
413
414 void Portal_Think_TryTeleportPlayer(entity e, vector g)
415 {
416         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
417                 return;
418
419         // if e would hit the portal in a frame...
420         // already teleport him
421         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
422         if(trace_ent == self)
423                 Portal_TeleportPlayer(self, e);
424 }
425
426 void Portal_Think()
427 {
428         entity e, o;
429         vector g;
430
431 #ifdef PORTALS_ARE_NOT_SOLID
432         // portal is being removed?
433         if(self.solid != SOLID_TRIGGER)
434                 return; // possibly engine bug
435
436         if(!self.enemy)
437                 error("Portal_Think called for a broken portal\n");
438
439         o = self.aiment;
440         self.solid = SOLID_BBOX;
441         self.aiment = world;
442
443         g = frametime * '0 0 -1' * cvar("sv_gravity");
444
445         fixedmakevectors(self.angles);
446
447         FOR_EACH_PLAYER(e)
448         {
449                 if(e != o)
450                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
451                                 continue; // cannot go through someone else's portal
452
453                 if(e != o || time >= self.portal_activatetime)
454                         Portal_Think_TryTeleportPlayer(e, g);
455
456                 if(e.hook)
457                         Portal_Think_TryTeleportPlayer(e.hook, g);
458         }
459         self.solid = SOLID_TRIGGER;
460         self.aiment = o;
461 #endif
462
463         self.nextthink = time;
464
465         if(time > self.fade_time)
466                 Portal_Remove(self, 0);
467 }
468
469 float Portal_Customize()
470 {
471         if(other.classname == "spectator")
472                 other = other.enemy;
473         if(other == self.aiment)
474         {
475                 self.modelindex = self.modelindex_lod0;
476         }
477         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
478         {
479                 self.modelindex = 0;
480         }
481         else
482         {
483                 self.modelindex = self.modelindex_lod0;
484         }
485         return TRUE;
486 }
487
488 // cleanup:
489 //   when creating in-portal:
490 //     disconnect
491 //     clear existing in-portal
492 //     set as in-portal
493 //     connect
494 //   when creating out-portal:
495 //     disconnect
496 //     clear existing out-portal
497 //     set as out-portal
498 //   when player dies:
499 //     disconnect portals
500 //     clear both portals
501 //   after timeout of in-portal:
502 //     disconnect portals
503 //     clear both portals
504 //   TODO: ensure only one portal shot at once
505 float Portal_SetInPortal(entity own, entity portal)
506 {
507         if(own.portal_in)
508         {
509                 if(own.portal_out)
510                         Portal_Disconnect(own.portal_in, own.portal_out);
511                 Portal_Remove(own.portal_in, 0);
512         }
513         own.portal_in = portal;
514         if(own.portal_out)
515         {
516                 own.portal_out.portal_id = portal.portal_id;
517                 Portal_Connect(own.portal_in, own.portal_out);
518         }
519         return 2;
520 }
521 float Portal_SetOutPortal(entity own, entity portal)
522 {
523         if(own.portal_out)
524         {
525                 if(own.portal_in)
526                         Portal_Disconnect(own.portal_in, own.portal_out);
527                 Portal_Remove(own.portal_out, 0);
528         }
529         own.portal_out = portal;
530         if(own.portal_in)
531         {
532                 own.portal_in.portal_id = portal.portal_id;
533                 Portal_Connect(own.portal_in, own.portal_out);
534         }
535         return 1;
536 }
537 void Portal_ClearAll_PortalsOnly(entity own)
538 {
539         if(own.portal_in)
540                 Portal_Remove(own.portal_in, 0);
541         if(own.portal_out)
542                 Portal_Remove(own.portal_out, 0);
543 }
544 void Portal_ClearAll(entity own)
545 {
546         Portal_ClearAll_PortalsOnly(own);
547         W_Porto_Remove(own);
548 }
549 void Portal_RemoveLater_Think()
550 {
551         Portal_Remove(self, self.cnt);
552 }
553 void Portal_RemoveLater(entity portal, float kill)
554 {
555         Portal_MakeBrokenPortal(portal);
556         portal.cnt = kill;
557         portal.think = Portal_RemoveLater_Think;
558         portal.nextthink = time;
559 }
560 void Portal_ClearAllLater_PortalsOnly(entity own)
561 {
562         if(own.portal_in)
563                 Portal_RemoveLater(own.portal_in, 0);
564         if(own.portal_out)
565                 Portal_RemoveLater(own.portal_out, 0);
566 }
567 void Portal_ClearAllLater(entity own)
568 {
569         Portal_ClearAllLater_PortalsOnly(own);
570         W_Porto_Remove(own);
571 }
572 void Portal_ClearWithID(entity own, float id)
573 {
574         if(own.portal_in)
575                 if(own.portal_in.portal_id == id)
576                 {
577                         if(own.portal_out)
578                                 Portal_Disconnect(own.portal_in, own.portal_out);
579                         Portal_Remove(own.portal_in, 0);
580                 }
581         if(own.portal_out)
582                 if(own.portal_out.portal_id == id)
583                 {
584                         if(own.portal_in)
585                                 Portal_Disconnect(own.portal_in, own.portal_out);
586                         Portal_Remove(own.portal_out, 0);
587                 }
588 }
589
590 entity Portal_Spawn(entity own, vector org, vector ang)
591 {
592         entity portal;
593
594         fixedmakevectors(ang);
595         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
596                 return world;
597
598         portal = spawn();
599         portal.classname = "portal";
600         portal.aiment = own;
601         setorigin(portal, org);
602         portal.angles = ang;
603         portal.think = Portal_Think;
604         portal.nextthink = 0;
605         portal.portal_activatetime = time + 0.1;
606         portal.takedamage = DAMAGE_AIM;
607         portal.event_damage = Portal_Damage;
608         portal.fade_time = time + cvar("g_balance_portal_lifetime");
609         portal.health = cvar("g_balance_portal_health");
610         setmodel(portal, "models/portal.md3");
611         portal.modelindex_lod0 = portal.modelindex;
612         portal.customizeentityforclient = Portal_Customize;
613
614         if(!Portal_FindSafeOrigin(portal))
615         {
616                 remove(portal);
617                 return world;
618         }
619
620         setsize(portal, '-48 -48 -48', '48 48 48');
621         Portal_MakeWaitingPortal(portal);
622
623         return portal;
624 }
625
626 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
627 {
628         entity portal;
629         vector ang;
630         vector org;
631
632         org = trace_endpos;
633         ang = fixedvectoangles2(trace_plane_normal, dir);
634         fixedmakevectors(ang);
635
636         portal = Portal_Spawn(own, org, ang);
637         if(!portal)
638         {
639                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
640                         Portal_ClearAll_PortalsOnly(own);
641                 return 0;
642         }
643
644         portal.portal_id = portal_id_val;
645         Portal_SetInPortal(own, portal);
646
647         return 1;
648 }
649
650 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
651 {
652         entity portal;
653         vector ang;
654         vector org;
655
656         org = trace_endpos;
657         ang = fixedvectoangles2(trace_plane_normal, dir);
658         fixedmakevectors(ang);
659
660         portal = Portal_Spawn(own, org, ang);
661         if(!portal)
662         {
663                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
664                         Portal_ClearAll_PortalsOnly(own);
665                 return 0;
666         }
667
668         portal.portal_id = portal_id_val;
669         Portal_SetOutPortal(own, portal);
670
671         return 1;
672 }