1 float portals_must_not_break; // debug code
3 .vector portal_transform;
4 .vector portal_safe_origin;
5 .float portal_wants_to_vanish;
6 .float portal_activatetime;
9 .entity portal_in, portal_out;
11 vector Portal_Transform_Apply(vector transform, vector v)
13 fixedmakevectors(transform);
14 return v_forward * v_x
19 vector Portal_Transform_Multiply(vector t1, vector t2)
21 vector m_forward, m_up;
22 fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
23 m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
24 return fixedvectoangles2(m_forward, m_up);
27 vector Portal_Transform_Invert(vector transform)
29 vector i_forward, i_up;
30 fixedmakevectors(transform);
31 // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
32 // but these are orthogonal unit vectors!
33 // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
34 // TODO is this always -transform?
35 i_forward_x = v_forward_x;
36 i_forward_y = -v_right_x;
43 v = fixedvectoangles2(i_forward, i_up);
44 print("Transform: ", vtos(transform), "\n");
45 print("Inverted: ", vtos(v), "\n");
46 print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
47 fixedmakevectors(Portal_Transform_Multiply(v, transform));
48 print("Verify: ", vtos(v_forward), "\n");
49 print("Verify: ", vtos(v_right), "\n");
50 print("Verify: ", vtos(v_up), "\n");
52 return fixedvectoangles2(i_forward, i_up);
55 vector Portal_Transform_TurnDirection(vector transform)
57 // turn 180 degrees around v_up
58 // changes in-direction to out-direction
59 fixedmakevectors(transform);
60 return fixedvectoangles2(-1 * v_forward, 1 * v_up);
63 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
65 return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
68 float PlayerEdgeDistance(entity p, vector v)
72 if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
73 if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
74 if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
80 float Portal_TeleportPlayer(entity teleporter, entity player)
82 vector from, to, safe, step, transform, ang, newvel;
83 vector new_forward, new_up;
84 vector old_forward, old_up;
85 vector new_yawforward;
86 vector old_yawforward;
87 float planeshift, s, t;
89 if(!portals_must_not_break)
90 error("Portal_TeleportPlayer called for unprotected portals");
91 print("Portalling using ", etos(teleporter), " to ", etos(teleporter.enemy), "\n");
93 from = teleporter.origin;
94 transform = teleporter.portal_transform;
96 to = teleporter.enemy.origin;
97 to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
98 newvel = Portal_Transform_Apply(transform, player.velocity);
99 // this now is INSIDE the plane... can't use that
102 fixedmakevectors(teleporter.enemy.angles);
104 // first shift it ON the plane if needed
105 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
106 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
107 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
108 to += newvel * (planeshift / (newvel * v_forward));
110 to += trace_plane_normal * planeshift;
112 s = (to - teleporter.enemy.origin) * v_right;
113 t = (to - teleporter.enemy.origin) * v_up;
114 s = bound(-48, s, 48);
115 t = bound(-48, t, 48);
116 to = teleporter.enemy.origin
117 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
121 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
122 step = to + ((safe - to) * v_forward) * v_forward;
123 tracebox(safe, player.mins - '1 1 1', player.maxs + '1 1 1', step, MOVE_NOMONSTERS, player);
126 print("'safe' teleport location is not safe!\n");
127 // FAIL TODO why does this happen?
131 tracebox(safe, player.mins - '1 1 1', player.maxs + '1 1 1', to, MOVE_NOMONSTERS, player);
133 error("trace_endpos in solid!");
136 // ang_x stuff works around weird quake angles
137 if(player.classname == "player")
139 ang = player.v_angle;
141 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
142 ang = Portal_Transform_Multiply(transform, ang);
145 // PLAYERS use different math
148 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
150 fixedmakevectors(ang);
151 old_forward = v_forward;
153 fixedmakevectors(ang_y * '0 1 0');
154 old_yawforward = v_forward;
156 // their aiming directions are portalled...
157 new_forward = Portal_Transform_Apply(transform, old_forward);
158 new_up = Portal_Transform_Apply(transform, old_up);
159 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
161 // but now find a new sense of direction
163 // assume new_forward points straight up.
166 // new_up could now point forward OR backward... which direction to choose?
168 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
170 // new_yawforward and new_yawup define the new aiming half-circle
171 // we "just" need to find out whether new_up or -new_up is in that half circle
172 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
173 if(new_up * new_yawforward < 0)
174 new_up = -1 * new_up;
175 ang_y = vectoyaw(new_up); // this vector is the yaw we want
176 //print("UP/DOWN path: ", vtos(ang), "\n");
180 // good angles; here, "forward" suffices
181 ang = fixedvectoangles(new_forward);
182 //print("GOOD path: ", vtos(ang), "\n");
185 ang_z = player.angles_z;
191 ang = Portal_Transform_Multiply(transform, player.angles);
195 // factor -1 allows chaining portals, but may be weird
196 player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
198 if(player.flagcarried)
199 DropFlag(player.flagcarried);
200 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
202 // reset fade counter
203 if(!portals_must_not_break)
204 error("Portal_TeleportPlayer ended with unprotected portals");
205 print("Portalled using ", etos(teleporter), " to ", etos(teleporter.enemy), "\n");
206 teleporter.portal_wants_to_vanish = 0;
207 teleporter.fade_time = time + 15;
208 teleporter.enemy.health = 300;
213 float Portal_FindSafeOrigin(entity portal)
217 portal.mins = PL_MIN - '8 8 8';
218 portal.maxs = PL_MAX + '8 8 8';
219 fixedmakevectors(portal.angles);
220 portal.origin += 16 * v_forward;
221 if(!move_out_of_solid(portal))
224 print("NO SAFE ORIGIN\n");
228 portal.portal_safe_origin = portal.origin;
229 setorigin(portal, o);
235 // portal is being removed?
236 if(self.solid != SOLID_TRIGGER)
237 return; // possibly engine bug
240 error("Portal_Touch called for a broken portal\n");
242 if(trace_fraction < 1)
243 return; // only handle TouchAreaGrid ones (only these can teleport)
244 // for some unknown reason, this also gets collisions from SV_Impact sometimes
246 if(other.classname == "porto")
248 if(other.portal_id == self.portal_id)
251 if(time < self.portal_activatetime)
252 if(other == self.owner)
254 self.portal_activatetime = time + 0.1;
257 if(other != self.owner)
258 if(other.classname == "player")
259 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
260 return; // cannot go through someone else's portal
261 if(other.owner != self.owner)
262 if(other.owner.classname == "player")
263 if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
264 return; // cannot go through someone else's portal
265 fixedmakevectors(self.angles);
266 if((other.origin - self.origin) * v_forward < 0)
268 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
269 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
271 // can't teleport this
275 print("Portal ID ", etos(self), " verified working.\n");
276 portals_must_not_break = 1;
278 if(Portal_TeleportPlayer(self, other))
279 if(other.classname == "porto")
280 if(other.effects & EF_RED)
281 other.effects += EF_BLUE - EF_RED;
283 portals_must_not_break = 0;
287 void Portal_MakeBrokenPortal(entity portal)
289 if(portals_must_not_break)
290 error("Trying to remove a portal during teleporting");
292 portal.solid = SOLID_NOT;
293 portal.touch = SUB_Null;
294 portal.think = SUB_Null;
296 //portal.colormod = '1 1 1';
297 portal.nextthink = 0;
298 portal.takedamage = DAMAGE_NO;
301 void Portal_MakeWaitingPortal(entity portal)
303 portal.solid = SOLID_NOT;
304 portal.touch = SUB_Null;
305 portal.think = SUB_Null;
306 portal.effects = EF_ADDITIVE;
307 portal.colormod = '1 1 1';
308 portal.nextthink = 0;
309 portal.takedamage = DAMAGE_YES;
312 void Portal_MakeInPortal(entity portal)
314 portal.solid = SOLID_TRIGGER;
315 portal.touch = Portal_Touch;
316 portal.think = Portal_Think;
317 portal.effects = EF_RED;
318 portal.colormod = '1 0 0';
319 portal.nextthink = time;
320 portal.takedamage = DAMAGE_NO;
323 void Portal_MakeOutPortal(entity portal)
325 portal.solid = SOLID_NOT;
326 portal.touch = SUB_Null;
327 portal.think = SUB_Null;
328 portal.effects = EF_STARDUST | EF_BLUE;
329 portal.colormod = '0 0 1';
330 portal.nextthink = 0;
331 portal.takedamage = DAMAGE_YES;
334 void Portal_Disconnect(entity teleporter, entity destination)
336 teleporter.enemy = world;
337 destination.enemy = world;
338 Portal_MakeBrokenPortal(teleporter);
339 Portal_MakeBrokenPortal(destination);
342 void Portal_Connect(entity teleporter, entity destination)
344 teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
348 // let's verify the transform
349 vector in_f, in_r, in_u;
350 vector out_f, out_r, out_u;
351 fixedmakevectors(teleporter.angles);
355 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
356 fixedmakevectors(destination.angles);
360 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
361 // INTENDED TRANSFORM:
365 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
366 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
367 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
369 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
370 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
374 teleporter.enemy = destination;
375 destination.enemy = teleporter;
376 Portal_MakeInPortal(teleporter);
377 Portal_MakeOutPortal(destination);
378 teleporter.fade_time = time + 15;
379 destination.fade_time = time + 15;
380 teleporter.portal_wants_to_vanish = 0;
381 destination.portal_wants_to_vanish = 0;
384 void Portal_Remove(entity portal, float killed)
389 if(portals_must_not_break)
390 error("Trying to remove a portal during teleporting");
394 Portal_Disconnect(portal, e);
395 Portal_Remove(e, killed);
398 if(portal == portal.owner.portal_in)
399 portal.owner.portal_in = world;
400 if(portal == portal.owner.portal_out)
401 portal.owner.portal_out = world;
402 portal.owner = world;
404 // makes the portal vanish
407 fixedmakevectors(portal.angles);
408 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
413 Portal_MakeBrokenPortal(portal);
414 SUB_SetFade(portal, time, 0.5);
418 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
420 if(deathtype == DEATH_TELEFRAG)
422 if(attacker != self.owner)
423 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
425 self.health -= damage;
427 Portal_Remove(self, 1);
434 // portal is being removed?
435 if(self.solid != SOLID_TRIGGER)
436 return; // possibly engine bug
439 error("Portal_Think called for a broken portal\n");
441 print("Portal ID ", etos(self), " verified working.\n");
442 portals_must_not_break = 1;
445 self.solid = SOLID_BBOX;
449 if(time < self.portal_activatetime)
453 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
454 continue; // cannot go through someone else's portal
455 // if e would hit the portal in a frame...
456 // already teleport him
457 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
458 if(trace_ent == self)
459 Portal_TeleportPlayer(self, e);
461 self.solid = SOLID_TRIGGER;
464 portals_must_not_break = 0;
466 self.nextthink = time;
468 if(time > self.fade_time)
469 Portal_Remove(self, 0);
472 float Portal_Customize()
474 if(other.classname == "spectator")
476 if(other == self.owner)
478 self.modelindex = self.modelindex_lod0;
480 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
486 self.modelindex = self.modelindex_lod0;
492 // when creating in-portal:
494 // clear existing in-portal
497 // when creating out-portal:
499 // clear existing out-portal
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)
513 Portal_Disconnect(own.portal_in, own.portal_out);
514 Portal_Remove(own.portal_in, 0);
516 own.portal_in = portal;
519 own.portal_out.portal_id = portal.portal_id;
520 Portal_Connect(own.portal_in, own.portal_out);
524 float Portal_SetOutPortal(entity own, entity portal)
529 Portal_Disconnect(own.portal_in, own.portal_out);
530 Portal_Remove(own.portal_out, 0);
532 own.portal_out = portal;
535 own.portal_in.portal_id = portal.portal_id;
536 Portal_Connect(own.portal_in, own.portal_out);
540 void Portal_ClearAll(entity own)
543 Portal_Remove(own.portal_in, 0);
545 Portal_Remove(own.portal_out, 0);
547 void Portal_ClearWithID(entity own, float id)
550 if(own.portal_in.portal_id == id)
553 Portal_Disconnect(own.portal_in, own.portal_out);
554 Portal_Remove(own.portal_in, 0);
557 if(own.portal_out.portal_id == id)
560 Portal_Disconnect(own.portal_in, own.portal_out);
561 Portal_Remove(own.portal_out, 0);
565 entity Portal_Spawn(entity own, vector org, vector ang)
569 fixedmakevectors(ang);
570 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
574 portal.classname = "portal";
578 portal.think = Portal_Think;
579 portal.nextthink = 0;
580 portal.fade_time = time + 15;
581 portal.portal_activatetime = time + 0.1;
582 portal.event_damage = Portal_Damage;
584 setmodel(portal, "models/portal.md3");
585 portal.modelindex_lod0 = portal.modelindex;
586 portal.customizeentityforclient = Portal_Customize;
588 if(!Portal_FindSafeOrigin(portal))
594 setsize(portal, '-48 -48 -48', '48 48 48');
595 Portal_MakeWaitingPortal(portal);
600 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
606 if(trace_ent.movetype == MOVETYPE_WALK)
608 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
609 trace_plane_normal = '0 0 1';
610 dir = -1 * dir; // create telefrag portals the other way round
614 ang = fixedvectoangles2(trace_plane_normal, dir);
615 fixedmakevectors(ang);
617 portal = Portal_Spawn(own, org, ang);
620 if(!self.portal_out || self.portal_out.portal_id == portal_id_val)
621 Portal_ClearAll(own);
625 portal.portal_id = portal_id_val;
626 Portal_SetInPortal(own, portal);
631 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
637 if(trace_ent.movetype == MOVETYPE_WALK)
639 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
640 trace_plane_normal = '0 0 1';
641 dir = -1 * dir; // create telefrag portals the other way round
645 ang = fixedvectoangles2(trace_plane_normal, dir);
646 fixedmakevectors(ang);
648 portal = Portal_Spawn(own, org, ang);
651 if(!self.portal_in || self.portal_in.portal_id == portal_id_val)
652 Portal_ClearAll(own);
656 portal.portal_id = portal_id_val;
657 Portal_SetOutPortal(own, portal);