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1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
3
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
8
9 float PlayerEdgeDistance(entity p, vector v)
10 {
11         vector vbest;
12
13         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
14         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
15         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
16
17         return vbest * v;
18 }
19
20 .vector right_vector;
21 float Portal_TeleportPlayer(entity teleporter, entity player)
22 {
23         vector from, to, safe, step, transform, ang, newvel;
24         vector new_forward, new_up;
25         vector old_forward, old_up;
26         vector new_yawforward;
27         vector old_yawforward;
28         float planeshift, s, t;
29
30         if not(teleporter.enemy)
31         {
32                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
33                 return 0;
34         }
35
36         from = teleporter.origin;
37         transform = teleporter.portal_transform;
38
39         to = teleporter.enemy.origin;
40         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
41         newvel = AnglesTransform_Apply(transform, player.velocity);
42         // this now is INSIDE the plane... can't use that
43         
44         // shift it out
45         fixedmakevectors(teleporter.enemy.angles);
46
47         // first shift it ON the plane if needed
48         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
49         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
50                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
51                 to += newvel * (planeshift / (newvel * v_forward));
52         else
53                 to += trace_plane_normal * planeshift;
54         
55         s = (to - teleporter.enemy.origin) * v_right;
56         t = (to - teleporter.enemy.origin) * v_up;
57         s = bound(-48, s, 48);
58         t = bound(-48, t, 48);
59         to = teleporter.enemy.origin
60            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
61            +     s                                        * v_right
62            +     t                                        * v_up;
63
64         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
65         step = to + ((safe - to) * v_forward) * v_forward;
66         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
67         if(trace_startsolid)
68         {
69                 print("'safe' teleport location is not safe!\n");
70                 // FAIL TODO why does this happen?
71                 return 0;
72         }
73         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
74         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
75         if(trace_startsolid)
76         {
77                 print("trace_endpos in solid, this can't be!\n");
78                 // FAIL TODO why does this happen? (reported by MrBougo)
79                 return 0;
80         }
81         to = trace_endpos + normalize(safe - trace_endpos) * 0;
82         //print(vtos(to), "\n");
83
84         // ang_x stuff works around weird quake angles
85         if(player.classname == "player")
86         {
87                 ang = player.v_angle;
88                 /*
89                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
90                 ang = AnglesTransform_Multiply(transform, ang);
91                 */
92
93                 // PLAYERS use different math
94                 ang_x = -ang_x;
95
96                 //print("reference: ", vtos(AnglesTransform_Multiply(transform, ang)), "\n");
97
98                 fixedmakevectors(ang);
99                 old_forward = v_forward;
100                 old_up = v_up;
101                 fixedmakevectors(ang_y * '0 1 0');
102                 old_yawforward = v_forward;
103
104                 // their aiming directions are portalled...
105                 new_forward = AnglesTransform_Apply(transform, old_forward);
106                 new_up = AnglesTransform_Apply(transform, old_up);
107                 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
108
109                 // but now find a new sense of direction
110                 // this is NOT easy!
111                 // assume new_forward points straight up.
112                 // What is our yaw?
113                 //
114                 // new_up could now point forward OR backward... which direction to choose?
115
116                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
117                 {
118                         // new_yawforward and new_yawup define the new aiming half-circle
119                         // we "just" need to find out whether new_up or -new_up is in that half circle
120                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
121                         if(new_up * new_yawforward < 0)
122                                 new_up = -1 * new_up;
123                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
124                         //print("UP/DOWN path: ", vtos(ang), "\n");
125                 }
126                 else
127                 {
128                         // good angles; here, "forward" suffices
129                         ang = fixedvectoangles(new_forward);
130                         //print("GOOD path: ", vtos(ang), "\n");
131                 }
132
133                 ang_x = -ang_x;
134                 ang_z = player.angles_z;
135         }
136         else
137         {
138                 ang = player.angles;
139                 ang = AnglesTransform_Multiply(transform, player.angles);
140         }
141
142         // factor -1 allows chaining portals, but may be weird
143         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
144
145         if(player.flagcarried)
146                 DropFlag(player.flagcarried, player, world);
147
148         if not(teleporter.enemy)
149         {
150                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
151                 return 0;
152         }
153
154         tdeath_hit = 0;
155         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
156         if(tdeath_hit)
157         {
158                 // telefrag within 1 second of portal creation = amazing
159                 if(time < teleporter.teleport_time + 1)
160                         announce(player, "announcer/male/amazing.wav");
161         }
162
163         if not(teleporter.enemy)
164         {
165                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
166                 return 0;
167         }
168
169         // reset fade counter
170         teleporter.portal_wants_to_vanish = 0;
171         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
172         teleporter.health = cvar("g_balance_portal_health");
173         teleporter.enemy.health = cvar("g_balance_portal_health");
174
175         return 1;
176 }
177
178 float Portal_FindSafeOrigin(entity portal)
179 {
180         vector o;
181         o = portal.origin;
182         portal.mins = PL_MIN - SAFERNUDGE;
183         portal.maxs = PL_MAX + SAFERNUDGE;
184         fixedmakevectors(portal.angles);
185         portal.origin += 16 * v_forward;
186         if(!move_out_of_solid(portal))
187         {
188 #ifdef DEBUG
189                 print("NO SAFE ORIGIN\n");
190 #endif
191                 return 0;
192         }
193         portal.portal_safe_origin = portal.origin;
194         setorigin(portal, o);
195         return 1;
196 }
197
198 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
199 {
200         float dist, distpersec, delta;
201         vector v;
202
203         dist = (eorg - porg) * pnorm;
204         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
205         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
206         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
207         if(dist < -1) // other side?
208                 return 0;
209         distpersec = evel * pnorm;
210         if(distpersec >= 0) // going away from the portal?
211                 return 0;
212         delta = dist / distpersec;
213         v = eorg - evel * delta - porg;
214         v = v - pnorm * (pnorm * v);
215         return vlen(v) < psize;
216 }
217
218 void Portal_Touch()
219 {
220         vector g;
221
222         // portal is being removed?
223         if(self.solid != SOLID_TRIGGER)
224                 return; // possibly engine bug
225
226         if(other.classname == "player")
227                 return; // handled by think
228
229         if(other.classname == "item_flag_team")
230                 return; // never portal these
231         
232         if(other.classname == "grapplinghook")
233                 return; // handled by think
234         
235         if(!self.enemy)
236                 error("Portal_Touch called for a broken portal\n");
237
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
241
242         if(other.classname == "porto")
243         {
244                 if(other.portal_id == self.portal_id)
245                         return;
246         }
247         if(time < self.portal_activatetime)
248                 if(other == self.owner)
249                 {
250                         self.portal_activatetime = time + 0.1;
251                         return;
252                 }
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         g = frametime * '0 0 -1' * cvar("sv_gravity");
263         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
264                 return;
265
266         /*
267         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
268         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
269         {
270                 // can't teleport this
271                 return;
272         }
273         */
274
275         if(Portal_TeleportPlayer(self, other))
276                 if(other.classname == "porto")
277                         if(other.effects & EF_RED)
278                                 other.effects += EF_BLUE - EF_RED;
279 }
280
281 void Portal_Think();
282 void Portal_MakeBrokenPortal(entity portal)
283 {
284         portal.skin = 2;
285         portal.solid = SOLID_NOT;
286         portal.touch = SUB_Null;
287         portal.think = SUB_Null;
288         portal.effects = 0;
289         portal.nextthink = 0;
290         portal.takedamage = DAMAGE_NO;
291 }
292
293 void Portal_MakeWaitingPortal(entity portal)
294 {
295         portal.skin = 2;
296         portal.solid = SOLID_NOT;
297         portal.touch = SUB_Null;
298         portal.think = SUB_Null;
299         portal.effects = EF_ADDITIVE;
300         portal.nextthink = 0;
301         portal.takedamage = DAMAGE_YES;
302 }
303
304 void Portal_MakeInPortal(entity portal)
305 {
306         portal.skin = 0;
307         portal.solid = SOLID_TRIGGER;
308         portal.touch = Portal_Touch;
309         portal.think = Portal_Think;
310         portal.effects = EF_RED;
311         portal.nextthink = time;
312         portal.takedamage = DAMAGE_NO;
313 }
314
315 void Portal_MakeOutPortal(entity portal)
316 {
317         portal.skin = 1;
318         portal.solid = SOLID_NOT;
319         portal.touch = SUB_Null;
320         portal.think = SUB_Null;
321         portal.effects = EF_STARDUST | EF_BLUE;
322         portal.nextthink = 0;
323         portal.takedamage = DAMAGE_YES;
324 }
325
326 void Portal_Disconnect(entity teleporter, entity destination)
327 {
328         teleporter.enemy = world;
329         destination.enemy = world;
330         Portal_MakeBrokenPortal(teleporter);
331         Portal_MakeBrokenPortal(destination);
332 }
333
334 void Portal_Connect(entity teleporter, entity destination)
335 {
336         teleporter.portal_transform = AnglesTransform_Divide(AnglesTransform_TurnDirection(destination.angles), teleporter.angles);
337
338         teleporter.enemy = destination;
339         destination.enemy = teleporter;
340         Portal_MakeInPortal(teleporter);
341         Portal_MakeOutPortal(destination);
342         teleporter.fade_time = time + 15;
343         destination.fade_time = time + 15;
344         teleporter.portal_wants_to_vanish = 0;
345         destination.portal_wants_to_vanish = 0;
346         teleporter.teleport_time = time;
347 }
348
349 void Portal_Remove(entity portal, float killed)
350 {
351         entity e;
352         e = portal.enemy;
353
354         if(e)
355         {
356                 Portal_Disconnect(portal, e);
357                 Portal_Remove(e, killed);
358         }
359
360         if(portal == portal.owner.portal_in)
361                 portal.owner.portal_in = world;
362         if(portal == portal.owner.portal_out)
363                 portal.owner.portal_out = world;
364         //portal.owner = world;
365
366         // makes the portal vanish
367         if(killed)
368         {
369                 fixedmakevectors(portal.angles);
370                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
371                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
372                 remove(portal);
373         }
374         else
375         {
376                 Portal_MakeBrokenPortal(portal);
377                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
378                 SUB_SetFade(portal, time, 0.5);
379         }
380 }
381
382 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
383 {
384         if(deathtype == DEATH_TELEFRAG)
385                 return;
386         if(attacker != self.owner)
387                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
388                         return;
389         self.health -= damage;
390         if(self.health < 0)
391                 Portal_Remove(self, 1);
392 }
393
394 void Portal_Think_TryTeleportPlayer(entity e, vector g)
395 {
396         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
397                 return;
398
399         // if e would hit the portal in a frame...
400         // already teleport him
401         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
402         if(trace_ent == self)
403                 Portal_TeleportPlayer(self, e);
404 }
405
406 void Portal_Think()
407 {
408         entity e, o;
409         vector g;
410
411         // portal is being removed?
412         if(self.solid != SOLID_TRIGGER)
413                 return; // possibly engine bug
414
415         if(!self.enemy)
416                 error("Portal_Think called for a broken portal\n");
417
418         o = self.owner;
419         self.solid = SOLID_BBOX;
420         self.owner = world;
421
422         g = frametime * '0 0 -1' * cvar("sv_gravity");
423
424         fixedmakevectors(self.angles);
425
426         FOR_EACH_PLAYER(e)
427         {
428                 if(e != o)
429                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
430                                 continue; // cannot go through someone else's portal
431
432                 if(e != o || time >= self.portal_activatetime)
433                         Portal_Think_TryTeleportPlayer(e, g);
434
435                 if(e.hook)
436                         Portal_Think_TryTeleportPlayer(e.hook, g);
437         }
438         self.solid = SOLID_TRIGGER;
439         self.owner = o;
440
441         self.nextthink = time;
442
443         if(time > self.fade_time)
444                 Portal_Remove(self, 0);
445 }
446
447 float Portal_Customize()
448 {
449         if(other.classname == "spectator")
450                 other = other.enemy;
451         if(other == self.owner)
452         {
453                 self.modelindex = self.modelindex_lod0;
454         }
455         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
456         {
457                 self.modelindex = 0;
458         }
459         else
460         {
461                 self.modelindex = self.modelindex_lod0;
462         }
463         return TRUE;
464 }
465
466 // cleanup:
467 //   when creating in-portal:
468 //     disconnect
469 //     clear existing in-portal
470 //     set as in-portal
471 //     connect
472 //   when creating out-portal:
473 //     disconnect
474 //     clear existing out-portal
475 //     set as out-portal
476 //   when player dies:
477 //     disconnect portals
478 //     clear both portals
479 //   after timeout of in-portal:
480 //     disconnect portals
481 //     clear both portals
482 //   TODO: ensure only one portal shot at once
483 float Portal_SetInPortal(entity own, entity portal)
484 {
485         if(own.portal_in)
486         {
487                 if(own.portal_out)
488                         Portal_Disconnect(own.portal_in, own.portal_out);
489                 Portal_Remove(own.portal_in, 0);
490         }
491         own.portal_in = portal;
492         if(own.portal_out)
493         {
494                 own.portal_out.portal_id = portal.portal_id;
495                 Portal_Connect(own.portal_in, own.portal_out);
496         }
497         return 2;
498 }
499 float Portal_SetOutPortal(entity own, entity portal)
500 {
501         if(own.portal_out)
502         {
503                 if(own.portal_in)
504                         Portal_Disconnect(own.portal_in, own.portal_out);
505                 Portal_Remove(own.portal_out, 0);
506         }
507         own.portal_out = portal;
508         if(own.portal_in)
509         {
510                 own.portal_in.portal_id = portal.portal_id;
511                 Portal_Connect(own.portal_in, own.portal_out);
512         }
513         return 1;
514 }
515 void Portal_ClearAll_PortalsOnly(entity own)
516 {
517         if(own.portal_in)
518                 Portal_Remove(own.portal_in, 0);
519         if(own.portal_out)
520                 Portal_Remove(own.portal_out, 0);
521 }
522 void Portal_ClearAll(entity own)
523 {
524         Portal_ClearAll_PortalsOnly(own);
525         W_Porto_Remove(own);
526 }
527 void Portal_RemoveLater_Think()
528 {
529         Portal_Remove(self, self.cnt);
530 }
531 void Portal_RemoveLater(entity portal, float kill)
532 {
533         Portal_MakeBrokenPortal(portal);
534         portal.cnt = kill;
535         portal.think = Portal_RemoveLater_Think;
536         portal.nextthink = time;
537 }
538 void Portal_ClearAllLater_PortalsOnly(entity own)
539 {
540         if(own.portal_in)
541                 Portal_RemoveLater(own.portal_in, 0);
542         if(own.portal_out)
543                 Portal_RemoveLater(own.portal_out, 0);
544 }
545 void Portal_ClearAllLater(entity own)
546 {
547         Portal_ClearAllLater_PortalsOnly(own);
548         W_Porto_Remove(own);
549 }
550 void Portal_ClearWithID(entity own, float id)
551 {
552         if(own.portal_in)
553                 if(own.portal_in.portal_id == id)
554                 {
555                         if(own.portal_out)
556                                 Portal_Disconnect(own.portal_in, own.portal_out);
557                         Portal_Remove(own.portal_in, 0);
558                 }
559         if(own.portal_out)
560                 if(own.portal_out.portal_id == id)
561                 {
562                         if(own.portal_in)
563                                 Portal_Disconnect(own.portal_in, own.portal_out);
564                         Portal_Remove(own.portal_out, 0);
565                 }
566 }
567
568 entity Portal_Spawn(entity own, vector org, vector ang)
569 {
570         entity portal;
571
572         fixedmakevectors(ang);
573         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
574                 return world;
575
576         portal = spawn();
577         portal.classname = "portal";
578         portal.owner = own;
579         portal.origin = org;
580         portal.angles = ang;
581         portal.think = Portal_Think;
582         portal.nextthink = 0;
583         portal.portal_activatetime = time + 0.1;
584         portal.event_damage = Portal_Damage;
585         portal.health = 200;
586         portal.fade_time = time + cvar("g_balance_portal_lifetime");
587         portal.health = cvar("g_balance_portal_health");
588         setmodel(portal, "models/portal.md3");
589         portal.modelindex_lod0 = portal.modelindex;
590         portal.customizeentityforclient = Portal_Customize;
591
592         if(!Portal_FindSafeOrigin(portal))
593         {
594                 remove(portal);
595                 return world;
596         }
597
598         setsize(portal, '-48 -48 -48', '48 48 48');
599         Portal_MakeWaitingPortal(portal);
600
601         return portal;
602 }
603
604 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
605 {
606         entity portal;
607         vector ang;
608         vector org;
609
610         org = trace_endpos;
611         ang = fixedvectoangles2(trace_plane_normal, dir);
612         fixedmakevectors(ang);
613
614         portal = Portal_Spawn(own, org, ang);
615         if(!portal)
616         {
617                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
618                         Portal_ClearAll_PortalsOnly(own);
619                 return 0;
620         }
621
622         portal.portal_id = portal_id_val;
623         Portal_SetInPortal(own, portal);
624
625         return 1;
626 }
627
628 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
629 {
630         entity portal;
631         vector ang;
632         vector org;
633
634         org = trace_endpos;
635         ang = fixedvectoangles2(trace_plane_normal, dir);
636         fixedmakevectors(ang);
637
638         portal = Portal_Spawn(own, org, ang);
639         if(!portal)
640         {
641                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
642                         Portal_ClearAll_PortalsOnly(own);
643                 return 0;
644         }
645
646         portal.portal_id = portal_id_val;
647         Portal_SetOutPortal(own, portal);
648
649         return 1;
650 }