]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/portals.qc
turn the angles the other way for consistency
[divverent/nexuiz.git] / data / qcsrc / server / portals.qc
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 Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
23 {
24         vector old_forward, old_up;
25         vector old_yawforward;
26         vector new_forward, new_up;
27         vector new_yawforward;
28
29         vector ang;
30         ang = vangle;
31         /*
32            ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
33            ang = AnglesTransform_ApplyToVAngles(transform, ang);
34          */
35
36         // PLAYERS use different math
37         ang_x = -ang_x;
38
39         //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
40
41         fixedmakevectors(ang);
42         old_forward = v_forward;
43         old_up = v_up;
44         fixedmakevectors(ang_y * '0 1 0');
45         old_yawforward = v_forward;
46
47         // their aiming directions are portalled...
48         new_forward = AnglesTransform_Apply(transform, old_forward);
49         new_up = AnglesTransform_Apply(transform, old_up);
50         new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
51
52         // but now find a new sense of direction
53         // this is NOT easy!
54         // assume new_forward points straight up.
55         // What is our yaw?
56         //
57         // new_up could now point forward OR backward... which direction to choose?
58
59         if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
60         {
61                 // new_yawforward and new_yawup define the new aiming half-circle
62                 // we "just" need to find out whether new_up or -new_up is in that half circle
63                 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
64                 if(new_up * new_yawforward < 0)
65                         new_up = -1 * new_up;
66                 ang_y = vectoyaw(new_up); // this vector is the yaw we want
67                 //print("UP/DOWN path: ", vtos(ang), "\n");
68         }
69         else
70         {
71                 // good angles; here, "forward" suffices
72                 ang = fixedvectoangles(new_forward);
73                 //print("GOOD path: ", vtos(ang), "\n");
74         }
75
76         ang_x = -ang_x;
77         ang_z = vangle_z;
78         return ang;
79 }
80
81 .vector right_vector;
82 float Portal_TeleportPlayer(entity teleporter, entity player)
83 {
84         vector from, to, safe, step, transform, ang, newvel;
85         float planeshift, s, t;
86
87         if not(teleporter.enemy)
88         {
89                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
90                 return 0;
91         }
92
93         from = teleporter.origin;
94         transform = teleporter.portal_transform;
95
96         to = teleporter.enemy.origin;
97         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
98         newvel = AnglesTransform_Apply(transform, player.velocity);
99         // this now is INSIDE the plane... can't use that
100
101         // shift it out
102         fixedmakevectors(teleporter.enemy.angles);
103
104         // first shift it ON the plane if needed
105         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
106         /*
107         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
108                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
109                 to += newvel * (planeshift / (newvel * v_forward));
110         else
111         */
112                 to += v_forward * planeshift;
113
114         s = (to - teleporter.enemy.origin) * v_right;
115         t = (to - teleporter.enemy.origin) * v_up;
116         s = bound(-48, s, 48);
117         t = bound(-48, t, 48);
118         to = teleporter.enemy.origin
119            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
120            +     s                                        * v_right
121            +     t                                        * v_up;
122
123         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
124         step = to + ((safe - to) * v_forward) * v_forward;
125         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
126         if(trace_startsolid)
127         {
128                 print("'safe' teleport location is not safe!\n");
129                 // FAIL TODO why does this happen?
130                 return 0;
131         }
132         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
133         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
134         if(trace_startsolid)
135         {
136                 print("trace_endpos in solid, this can't be!\n");
137                 // FAIL TODO why does this happen? (reported by MrBougo)
138                 return 0;
139         }
140         to = trace_endpos + normalize(safe - trace_endpos) * 0;
141         //print(vtos(to), "\n");
142
143         // ang_x stuff works around weird quake angles
144         if(player.classname == "player")
145                 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
146         else
147                 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
148
149         // factor -1 allows chaining portals, but may be weird
150         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
151
152         if(player.flagcarried)
153                 DropFlag(player.flagcarried, player, world);
154
155         if not(teleporter.enemy)
156         {
157                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
158                 return 0;
159         }
160
161         tdeath_hit = 0;
162         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
163         if(tdeath_hit)
164         {
165                 // telefrag within 1 second of portal creation = amazing
166                 if(time < teleporter.teleport_time + 1)
167                         AnnounceTo(player, "amazing");
168         }
169
170         if not(teleporter.enemy)
171         {
172                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
173                 return 0;
174         }
175
176         // reset fade counter
177         teleporter.portal_wants_to_vanish = 0;
178         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
179         teleporter.health = cvar("g_balance_portal_health");
180         teleporter.enemy.health = cvar("g_balance_portal_health");
181
182         return 1;
183 }
184
185 float Portal_FindSafeOrigin(entity portal)
186 {
187         vector o;
188         o = portal.origin;
189         portal.mins = PL_MIN - SAFERNUDGE;
190         portal.maxs = PL_MAX + SAFERNUDGE;
191         fixedmakevectors(portal.angles);
192         portal.origin += 16 * v_forward;
193         if(!move_out_of_solid(portal))
194         {
195 #ifdef DEBUG
196                 print("NO SAFE ORIGIN\n");
197 #endif
198                 return 0;
199         }
200         portal.portal_safe_origin = portal.origin;
201         setorigin(portal, o);
202         return 1;
203 }
204
205 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
206 {
207         float dist, distpersec, delta;
208         vector v;
209
210         dist = (eorg - porg) * pnorm;
211         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
212         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
213         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
214         if(dist < -1) // other side?
215                 return 0;
216 #ifdef PORTALS_ARE_NOT_SOLID
217         distpersec = evel * pnorm;
218         if(distpersec >= 0) // going away from the portal?
219                 return 0;
220         // we don't need this check with solid portals, them being SOLID_BSP should suffice
221         delta = dist / distpersec;
222         v = eorg - evel * delta - porg;
223         v = v - pnorm * (pnorm * v);
224         return vlen(v) < psize;
225 #else
226         return 1;
227 #endif
228 }
229
230 void Portal_Touch()
231 {
232         vector g;
233
234 #ifdef PORTALS_ARE_NOT_SOLID
235         // portal is being removed?
236         if(self.solid != SOLID_TRIGGER)
237                 return; // possibly engine bug
238
239         if(other.classname == "player")
240                 return; // handled by think
241 #endif
242
243         if(other.classname == "item_flag_team")
244                 return; // never portal these
245
246         if(other.classname == "grapplinghook")
247                 return; // handled by think
248
249         if(!self.enemy)
250                 error("Portal_Touch called for a broken portal\n");
251
252 #ifdef PORTALS_ARE_NOT_SOLID
253         if(trace_fraction < 1)
254                 return; // only handle TouchAreaGrid ones (only these can teleport)
255 #else
256         if(trace_fraction >= 1)
257                 return; // only handle impacts
258 #endif
259
260         if(other.classname == "porto")
261         {
262                 if(other.portal_id == self.portal_id)
263                         return;
264         }
265         if(time < self.portal_activatetime)
266                 if(other == self.aiment)
267                 {
268                         self.portal_activatetime = time + 0.1;
269                         return;
270                 }
271         if(other != self.aiment)
272                 if(other.classname == "player")
273                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
274                                 return; // cannot go through someone else's portal
275         if(other.aiment != self.aiment)
276                 if(other.aiment.classname == "player")
277                         if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
278                                 return; // cannot go through someone else's portal
279         fixedmakevectors(self.angles);
280         g = frametime * '0 0 -1' * cvar("sv_gravity");
281         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
282                 return;
283
284         /*
285         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
286         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
287         {
288                 // can't teleport this
289                 return;
290         }
291         */
292
293         if(Portal_TeleportPlayer(self, other))
294                 if(other.classname == "porto")
295                         if(other.effects & EF_RED)
296                                 other.effects += EF_BLUE - EF_RED;
297 }
298
299 void Portal_Think();
300 void Portal_MakeBrokenPortal(entity portal)
301 {
302         portal.skin = 2;
303         portal.solid = SOLID_NOT;
304         portal.touch = SUB_Null;
305         portal.think = SUB_Null;
306         portal.effects = 0;
307         portal.nextthink = 0;
308         portal.takedamage = DAMAGE_NO;
309 }
310
311 void Portal_MakeWaitingPortal(entity portal)
312 {
313         portal.skin = 2;
314         portal.solid = SOLID_NOT;
315         portal.touch = SUB_Null;
316         portal.think = SUB_Null;
317         portal.effects = EF_ADDITIVE;
318         portal.nextthink = 0;
319         portal.takedamage = DAMAGE_YES;
320 }
321
322 void Portal_MakeInPortal(entity portal)
323 {
324         portal.skin = 0;
325         portal.solid = SOLID_NOT; // this is done when connecting them!
326         portal.touch = Portal_Touch;
327         portal.think = Portal_Think;
328         portal.effects = EF_RED;
329         portal.nextthink = time;
330         portal.takedamage = DAMAGE_NO;
331 }
332
333 void Portal_MakeOutPortal(entity portal)
334 {
335         portal.skin = 1;
336         portal.solid = SOLID_NOT;
337         portal.touch = SUB_Null;
338         portal.think = SUB_Null;
339         portal.effects = EF_STARDUST | EF_BLUE;
340         portal.nextthink = 0;
341         portal.takedamage = DAMAGE_YES;
342 }
343
344 void Portal_Disconnect(entity teleporter, entity destination)
345 {
346         teleporter.enemy = world;
347         destination.enemy = world;
348         Portal_MakeBrokenPortal(teleporter);
349         Portal_MakeBrokenPortal(destination);
350 }
351
352 void Portal_Connect(entity teleporter, entity destination)
353 {
354         teleporter.portal_transform = AnglesTransform_Divide(AnglesTransform_TurnDirectionFR(destination.angles), teleporter.angles);
355
356         teleporter.enemy = destination;
357         destination.enemy = teleporter;
358         Portal_MakeInPortal(teleporter);
359         Portal_MakeOutPortal(destination);
360         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
361         destination.fade_time = teleporter.fade_time;
362         teleporter.portal_wants_to_vanish = 0;
363         destination.portal_wants_to_vanish = 0;
364         teleporter.teleport_time = time;
365 #ifdef PORTALS_ARE_NOT_SOLID
366         teleporter.solid = SOLID_TRIGGER;
367 #else
368         teleporter.solid = SOLID_BSP;
369 #endif
370 }
371
372 void Portal_Remove(entity portal, float killed)
373 {
374         entity e;
375         e = portal.enemy;
376
377         if(e)
378         {
379                 Portal_Disconnect(portal, e);
380                 Portal_Remove(e, killed);
381         }
382
383         if(portal == portal.aiment.portal_in)
384                 portal.aiment.portal_in = world;
385         if(portal == portal.aiment.portal_out)
386                 portal.aiment.portal_out = world;
387         //portal.aiment = world;
388
389         // makes the portal vanish
390         if(killed)
391         {
392                 fixedmakevectors(portal.angles);
393                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
394                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
395                 remove(portal);
396         }
397         else
398         {
399                 Portal_MakeBrokenPortal(portal);
400                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
401                 SUB_SetFade(portal, time, 0.5);
402         }
403 }
404
405 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
406 {
407         if(deathtype == DEATH_TELEFRAG)
408                 return;
409         if(attacker != self.aiment)
410                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
411                         return;
412         self.health -= damage;
413         if(self.health < 0)
414                 Portal_Remove(self, 1);
415 }
416
417 void Portal_Think_TryTeleportPlayer(entity e, vector g)
418 {
419         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
420                 return;
421
422         // if e would hit the portal in a frame...
423         // already teleport him
424         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
425         if(trace_ent == self)
426                 Portal_TeleportPlayer(self, e);
427 }
428
429 void Portal_Think()
430 {
431         entity e, o;
432         vector g;
433
434 #ifdef PORTALS_ARE_NOT_SOLID
435         // portal is being removed?
436         if(self.solid != SOLID_TRIGGER)
437                 return; // possibly engine bug
438
439         if(!self.enemy)
440                 error("Portal_Think called for a broken portal\n");
441
442         o = self.aiment;
443         self.solid = SOLID_BBOX;
444         self.aiment = world;
445
446         g = frametime * '0 0 -1' * cvar("sv_gravity");
447
448         fixedmakevectors(self.angles);
449
450         FOR_EACH_PLAYER(e)
451         {
452                 if(e != o)
453                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
454                                 continue; // cannot go through someone else's portal
455
456                 if(e != o || time >= self.portal_activatetime)
457                         Portal_Think_TryTeleportPlayer(e, g);
458
459                 if(e.hook)
460                         Portal_Think_TryTeleportPlayer(e.hook, g);
461         }
462         self.solid = SOLID_TRIGGER;
463         self.aiment = o;
464 #endif
465
466         self.nextthink = time;
467
468         if(time > self.fade_time)
469                 Portal_Remove(self, 0);
470 }
471
472 float Portal_Customize()
473 {
474         if(other.classname == "spectator")
475                 other = other.enemy;
476         if(other == self.aiment)
477         {
478                 self.modelindex = self.modelindex_lod0;
479         }
480         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
481         {
482                 self.modelindex = 0;
483         }
484         else
485         {
486                 self.modelindex = self.modelindex_lod0;
487         }
488         return TRUE;
489 }
490
491 // cleanup:
492 //   when creating in-portal:
493 //     disconnect
494 //     clear existing in-portal
495 //     set as in-portal
496 //     connect
497 //   when creating out-portal:
498 //     disconnect
499 //     clear existing out-portal
500 //     set as out-portal
501 //   when player dies:
502 //     disconnect portals
503 //     clear both portals
504 //   after timeout of in-portal:
505 //     disconnect portals
506 //     clear both portals
507 //   TODO: ensure only one portal shot at once
508 float Portal_SetInPortal(entity own, entity portal)
509 {
510         if(own.portal_in)
511         {
512                 if(own.portal_out)
513                         Portal_Disconnect(own.portal_in, own.portal_out);
514                 Portal_Remove(own.portal_in, 0);
515         }
516         own.portal_in = portal;
517         if(own.portal_out)
518         {
519                 own.portal_out.portal_id = portal.portal_id;
520                 Portal_Connect(own.portal_in, own.portal_out);
521         }
522         return 2;
523 }
524 float Portal_SetOutPortal(entity own, entity portal)
525 {
526         if(own.portal_out)
527         {
528                 if(own.portal_in)
529                         Portal_Disconnect(own.portal_in, own.portal_out);
530                 Portal_Remove(own.portal_out, 0);
531         }
532         own.portal_out = portal;
533         if(own.portal_in)
534         {
535                 own.portal_in.portal_id = portal.portal_id;
536                 Portal_Connect(own.portal_in, own.portal_out);
537         }
538         return 1;
539 }
540 void Portal_ClearAll_PortalsOnly(entity own)
541 {
542         if(own.portal_in)
543                 Portal_Remove(own.portal_in, 0);
544         if(own.portal_out)
545                 Portal_Remove(own.portal_out, 0);
546 }
547 void Portal_ClearAll(entity own)
548 {
549         Portal_ClearAll_PortalsOnly(own);
550         W_Porto_Remove(own);
551 }
552 void Portal_RemoveLater_Think()
553 {
554         Portal_Remove(self, self.cnt);
555 }
556 void Portal_RemoveLater(entity portal, float kill)
557 {
558         Portal_MakeBrokenPortal(portal);
559         portal.cnt = kill;
560         portal.think = Portal_RemoveLater_Think;
561         portal.nextthink = time;
562 }
563 void Portal_ClearAllLater_PortalsOnly(entity own)
564 {
565         if(own.portal_in)
566                 Portal_RemoveLater(own.portal_in, 0);
567         if(own.portal_out)
568                 Portal_RemoveLater(own.portal_out, 0);
569 }
570 void Portal_ClearAllLater(entity own)
571 {
572         Portal_ClearAllLater_PortalsOnly(own);
573         W_Porto_Remove(own);
574 }
575 void Portal_ClearWithID(entity own, float id)
576 {
577         if(own.portal_in)
578                 if(own.portal_in.portal_id == id)
579                 {
580                         if(own.portal_out)
581                                 Portal_Disconnect(own.portal_in, own.portal_out);
582                         Portal_Remove(own.portal_in, 0);
583                 }
584         if(own.portal_out)
585                 if(own.portal_out.portal_id == id)
586                 {
587                         if(own.portal_in)
588                                 Portal_Disconnect(own.portal_in, own.portal_out);
589                         Portal_Remove(own.portal_out, 0);
590                 }
591 }
592
593 entity Portal_Spawn(entity own, vector org, vector ang)
594 {
595         entity portal;
596
597         fixedmakevectors(ang);
598         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
599                 return world;
600
601         portal = spawn();
602         portal.classname = "portal";
603         portal.aiment = own;
604         setorigin(portal, org);
605         portal.angles = ang;
606         portal.think = Portal_Think;
607         portal.nextthink = 0;
608         portal.portal_activatetime = time + 0.1;
609         portal.takedamage = DAMAGE_AIM;
610         portal.event_damage = Portal_Damage;
611         portal.fade_time = time + cvar("g_balance_portal_lifetime");
612         portal.health = cvar("g_balance_portal_health");
613         setmodel(portal, "models/portal.md3");
614         portal.modelindex_lod0 = portal.modelindex;
615         portal.customizeentityforclient = Portal_Customize;
616
617         if(!Portal_FindSafeOrigin(portal))
618         {
619                 remove(portal);
620                 return world;
621         }
622
623         setsize(portal, '-48 -48 -48', '48 48 48');
624         Portal_MakeWaitingPortal(portal);
625
626         return portal;
627 }
628
629 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
630 {
631         entity portal;
632         vector ang;
633         vector org;
634
635         org = trace_endpos;
636         ang = fixedvectoangles2(trace_plane_normal, dir);
637         fixedmakevectors(ang);
638
639         portal = Portal_Spawn(own, org, ang);
640         if(!portal)
641         {
642                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
643                         Portal_ClearAll_PortalsOnly(own);
644                 return 0;
645         }
646
647         portal.portal_id = portal_id_val;
648         Portal_SetInPortal(own, portal);
649
650         return 1;
651 }
652
653 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
654 {
655         entity portal;
656         vector ang;
657         vector org;
658
659         org = trace_endpos;
660         ang = fixedvectoangles2(trace_plane_normal, dir);
661         fixedmakevectors(ang);
662
663         portal = Portal_Spawn(own, org, ang);
664         if(!portal)
665         {
666                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
667                         Portal_ClearAll_PortalsOnly(own);
668                 return 0;
669         }
670
671         portal.portal_id = portal_id_val;
672         Portal_SetOutPortal(own, portal);
673
674         return 1;
675 }