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properly refuse to portal projectiles owned by others too
[divverent/nexuiz.git] / data / qcsrc / server / portals.qc
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         if(other.owner != self.owner)
203                 if(other.owner.classname == "player")
204                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
205                                 return; // cannot go through someone else's portal
206         fixedmakevectors(self.angles);
207         if((other.origin - self.origin) * v_forward < 0)
208                 return;
209         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
210         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
211         {
212                 // can't teleport this
213                 return;
214         }
215
216         if(Portal_TeleportPlayer(self, other))
217                 if(other.classname == "porto")
218                         if(other.effects & EF_RED)
219                                 other.effects += EF_BLUE - EF_RED;
220 }
221
222 void Portal_MakeBrokenPortal(entity portal)
223 {
224         portal.solid = SOLID_NOT;
225         portal.touch = SUB_Null;
226         portal.effects = 0;
227         //portal.colormod = '1 1 1';
228         portal.nextthink = 0;
229         portal.takedamage = DAMAGE_NO;
230 }
231
232 void Portal_MakeWaitingPortal(entity portal)
233 {
234         portal.solid = SOLID_NOT;
235         portal.touch = SUB_Null;
236         portal.effects = EF_ADDITIVE;
237         portal.colormod = '1 1 1';
238         portal.nextthink = 0;
239         portal.takedamage = DAMAGE_YES;
240 }
241
242 void Portal_MakeInPortal(entity portal)
243 {
244         portal.solid = SOLID_TRIGGER;
245         portal.touch = Portal_Touch;
246         portal.effects = EF_RED;
247         portal.colormod = '1 0 0';
248         portal.nextthink = time;
249         portal.takedamage = DAMAGE_NO;
250 }
251
252 void Portal_MakeOutPortal(entity portal)
253 {
254         portal.solid = SOLID_NOT;
255         portal.touch = SUB_Null;
256         portal.effects = EF_STARDUST | EF_BLUE;
257         portal.colormod = '0 0 1';
258         portal.nextthink = 0;
259         portal.takedamage = DAMAGE_YES;
260 }
261
262 void Portal_Disconnect(entity teleporter, entity destination)
263 {
264         teleporter.enemy = world;
265         destination.enemy = world;
266         Portal_MakeBrokenPortal(teleporter);
267         Portal_MakeBrokenPortal(destination);
268 }
269
270 void Portal_Connect(entity teleporter, entity destination)
271 {
272         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
273
274 #ifdef DEBUG
275         {
276                 // let's verify the transform
277                 vector in_f, in_r, in_u;
278                 vector out_f, out_r, out_u;
279                 fixedmakevectors(teleporter.angles);
280                 in_f = v_forward;
281                 in_r = v_right;
282                 in_u = v_up;
283                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
284                 fixedmakevectors(destination.angles);
285                 out_f = v_forward;
286                 out_r = v_right;
287                 out_u = v_up;
288                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
289                 // INTENDED TRANSFORM:
290                 //   in_f -> -out_f
291                 //   in_r -> -out_r
292                 //   in_u -> +out_u
293                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
294                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
295                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
296
297                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
298                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
299         }
300 #endif
301
302         teleporter.enemy = destination;
303         destination.enemy = teleporter;
304         Portal_MakeInPortal(teleporter);
305         Portal_MakeOutPortal(destination);
306         teleporter.fade_time = time + 15;
307         destination.fade_time = time + 15;
308         teleporter.portal_wants_to_vanish = 0;
309         destination.portal_wants_to_vanish = 0;
310 }
311
312 void Portal_Remove(entity portal, float killed)
313 {
314         entity e;
315         e = portal.enemy;
316
317         if(e)
318         {
319                 Portal_Disconnect(portal, e);
320                 Portal_Remove(e, killed);
321         }
322
323         if(portal == portal.owner.portal_in)
324                 portal.owner.portal_in = world;
325         if(portal == portal.owner.portal_out)
326                 portal.owner.portal_out = world;
327         portal.owner = world;
328
329         // makes the portal vanish
330         if(killed)
331         {
332                 fixedmakevectors(portal.angles);
333                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
334                 remove(portal);
335         }
336         else
337         {
338                 Portal_MakeBrokenPortal(portal);
339                 SUB_SetFade(portal, time, 0.5);
340         }
341 }
342
343 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
344 {
345         if(deathtype == DEATH_TELEFRAG)
346                 return;
347         if(attacker != self.owner)
348                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
349                         return;
350         self.health -= damage;
351         if(self.health < 0)
352         {
353                 Portal_Remove(self, 1);
354         }
355 }
356
357 void Portal_Think()
358 {
359         entity e, o;
360
361         if(self.solid != SOLID_TRIGGER)
362                 error("Portal_Think called for a portal that should not be thinking");
363
364         o = self.owner;
365         self.solid = SOLID_BBOX;
366         self.owner = world;
367         FOR_EACH_PLAYER(e)
368         {
369                 if(time < self.portal_activatetime)
370                         if(e == o)
371                                 continue;
372                 if(e != o)
373                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
374                                 continue; // cannot go through someone else's portal
375                 // if e would hit the portal in a frame...
376                 // already teleport him
377                 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
378                 if(trace_ent == self)
379                         Portal_TeleportPlayer(self, e);
380         }
381         self.solid = SOLID_TRIGGER;
382         self.owner = o;
383
384         self.nextthink = time;
385
386         if(time > self.fade_time)
387                 Portal_Remove(self, 0);
388 }
389
390 float Portal_Customize()
391 {
392         if(other.classname == "spectator")
393                 other = other.enemy;
394         if(other == self.owner)
395                 return TRUE;
396         if(IS_INDEPENDENT_PLAYER(other))
397                 return FALSE;
398         if(IS_INDEPENDENT_PLAYER(self.owner))
399                 return FALSE;
400         return TRUE;
401 }
402
403 // cleanup:
404 //   when creating in-portal:
405 //     disconnect
406 //     clear existing in-portal
407 //     set as in-portal
408 //     connect
409 //   when creating out-portal:
410 //     disconnect
411 //     clear existing out-portal
412 //     set as out-portal
413 //   when player dies:
414 //     disconnect portals
415 //     clear both portals
416 //   after timeout of in-portal:
417 //     disconnect portals
418 //     clear both portals
419 //   TODO: ensure only one portal shot at once
420 float Portal_SetInPortal(entity own, entity portal)
421 {
422         if(own.portal_in)
423         {
424                 if(own.portal_out)
425                         Portal_Disconnect(own.portal_in, own.portal_out);
426                 Portal_Remove(own.portal_in, 0);
427         }
428         own.portal_in = portal;
429         if(own.portal_out)
430         {
431                 own.portal_out.portal_id = portal.portal_id;
432                 Portal_Connect(own.portal_in, own.portal_out);
433         }
434         return 2;
435 }
436 float Portal_SetOutPortal(entity own, entity portal)
437 {
438         if(own.portal_out)
439         {
440                 if(own.portal_in)
441                         Portal_Disconnect(own.portal_in, own.portal_out);
442                 Portal_Remove(own.portal_out, 0);
443         }
444         own.portal_out = portal;
445         if(own.portal_in)
446         {
447                 own.portal_in.portal_id = portal.portal_id;
448                 Portal_Connect(own.portal_in, own.portal_out);
449         }
450         return 1;
451 }
452 void Portal_ClearAll(entity own)
453 {
454         if(own.portal_in)
455                 Portal_Remove(own.portal_in, 0);
456         if(own.portal_out)
457                 Portal_Remove(own.portal_out, 0);
458 }
459 void Portal_ClearWithID(entity own, float id)
460 {
461         if(own.portal_in)
462                 if(own.portal_in.portal_id == id)
463                 {
464                         if(own.portal_out)
465                                 Portal_Disconnect(own.portal_in, own.portal_out);
466                         Portal_Remove(own.portal_in, 0);
467                 }
468         if(own.portal_out)
469                 if(own.portal_out.portal_id == id)
470                 {
471                         if(own.portal_in)
472                                 Portal_Disconnect(own.portal_in, own.portal_out);
473                         Portal_Remove(own.portal_out, 0);
474                 }
475 }
476
477 entity Portal_Spawn(entity own, vector org, vector ang)
478 {
479         entity portal;
480
481         fixedmakevectors(ang);
482         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
483                 return world;
484
485         portal = spawn();
486         portal.classname = "portal";
487         portal.owner = own;
488         portal.origin = org;
489         portal.angles = ang;
490         portal.think = Portal_Think;
491         portal.nextthink = 0;
492         portal.fade_time = time + 15;
493         portal.portal_activatetime = time + 0.1;
494         portal.event_damage = Portal_Damage;
495         portal.health = 300;
496         setmodel(portal, "models/portal.md3");
497         portal.customizeentityforclient = Portal_Customize;
498
499         if(!Portal_FindSafeOrigin(portal))
500         {
501                 remove(portal);
502                 return world;
503         }
504
505         setsize(portal, '-48 -48 -48', '48 48 48');
506         Portal_MakeWaitingPortal(portal);
507
508         return portal;
509 }
510
511 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
512 {
513         entity portal;
514         vector ang;
515         vector org;
516
517         if(trace_ent.movetype == MOVETYPE_WALK)
518         {
519                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
520                 trace_plane_normal = '0 0 1';
521                 dir = -1 * dir; // create telefrag portals the other way round
522         }
523
524         org = trace_endpos;
525         ang = vectoangles2(trace_plane_normal, dir);
526         fixedmakevectors(ang);
527
528         portal = Portal_Spawn(own, org, ang);
529         if(!portal)
530         {
531                 if(!self.portal_out || self.portal_out.portal_id == portal_id_val)
532                         Portal_ClearAll(own);
533                 return 0;
534         }
535
536         portal.portal_id = portal_id_val;
537         Portal_SetInPortal(own, portal);
538         sound(portal, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
539
540         return 1;
541 }
542
543 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
544 {
545         entity portal;
546         vector ang;
547         vector org;
548
549         if(trace_ent.movetype == MOVETYPE_WALK)
550         {
551                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
552                 trace_plane_normal = '0 0 1';
553                 dir = -1 * dir; // create telefrag portals the other way round
554         }
555
556         org = trace_endpos;
557         ang = vectoangles2(trace_plane_normal, dir);
558         fixedmakevectors(ang);
559
560         portal = Portal_Spawn(own, org, ang);
561         if(!portal)
562         {
563                 if(!self.portal_in || self.portal_in.portal_id == portal_id_val)
564                         Portal_ClearAll(own);
565                 return 0;
566         }
567
568         portal.portal_id = portal_id_val;
569         Portal_SetOutPortal(own, portal);
570         sound(portal, CHAN_PROJECTILE, "misc/invshot.wav", VOL_BASE, ATTN_NORM);
571
572         return 1;
573 }