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obvious portal fix
[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);
96         if(planeshift > 0)
97                 to += newvel * (planeshift / (newvel * v_forward));
98         
99         s = (to - teleporter.enemy.origin) * v_right;
100         t = (to - teleporter.enemy.origin) * v_up;
101         s = bound(-48, s, 48);
102         t = bound(-48, t, 48);
103         to = teleporter.enemy.origin
104            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
105            +     s                                        * v_right
106            +     t                                        * v_up;
107
108         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
109         step = to + ((safe - to) * v_forward) * v_forward;
110         tracebox(safe, PL_MIN, PL_MAX, step, MOVE_NOMONSTERS, player);
111         if(trace_startsolid)
112         {
113                 bprint("'safe' teleport location is not safe!\n");
114                 // FAIL TODO why does this happen?
115                 return 0;
116         }
117         safe = trace_endpos;
118         tracebox(safe, PL_MIN, PL_MAX, to, MOVE_NOMONSTERS, player);
119         if(trace_startsolid)
120                 error("trace_endpos in solid!");
121         to = trace_endpos;
122
123         // ang_x stuff works around weird quake angles
124         if(player.classname == "player")
125         {
126                 ang = player.v_angle;
127                 ang_x = -ang_x;
128                 ang = Portal_Transform_Multiply(transform, ang);
129                 ang_z = player.angles_z;
130         }
131         else
132         {
133                 ang = player.angles;
134                 ang_x = -ang_x;
135                 ang = Portal_Transform_Multiply(transform, player.angles);
136         }
137         ang_x = -ang_x;
138
139         // factor -1 allows chaining portals, but may be weird
140         player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
141
142         if(player.flagcarried)
143                 DropFlag(player.flagcarried);
144         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
145
146         // reset fade counter
147         teleporter.portal_wants_to_vanish = 0;
148         teleporter.fade_time = time + 15;
149         teleporter.enemy.health = 300;
150
151         return 1;
152 }
153
154 float Portal_FindSafeOrigin(entity portal)
155 {
156         vector o;
157         o = portal.origin;
158         portal.mins = PL_MIN - '8 8 8';
159         portal.maxs = PL_MAX + '8 8 8';
160         fixedmakevectors(portal.angles);
161         portal.origin += 16 * v_forward;
162         if(!move_out_of_solid(portal))
163         {
164 #ifdef DEBUG
165                 print("NO SAFE ORIGIN\n");
166 #endif
167                 return 0;
168         }
169         portal.portal_safe_origin = portal.origin;
170         setorigin(portal, o);
171         return 1;
172 }
173
174 void Portal_Touch()
175 {
176         if(other.classname == "porto")
177         {
178                 if(other.portal_id == self.portal_id)
179                         return;
180         }
181         if(time < self.portal_activatetime)
182                 if(other == self.owner)
183                 {
184                         self.portal_activatetime = time + 0.1;
185                         return;
186                 }
187         fixedmakevectors(self.angles);
188         if((other.origin - self.origin) * v_forward < 0)
189                 return;
190         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
191         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
192         {
193                 // can't teleport this
194                 return;
195         }
196         if(Portal_TeleportPlayer(self, other))
197                 if(other.classname == "porto")
198                         if(other.cnt == 0)
199                                 other.cnt = 1;
200 }
201
202 void Portal_MakeBrokenPortal(entity portal)
203 {
204         portal.solid = SOLID_NOT;
205         portal.touch = SUB_Null;
206         portal.effects = 0;
207         //portal.colormod = '1 1 1';
208         portal.nextthink = 0;
209         portal.takedamage = DAMAGE_NO;
210 }
211
212 void Portal_MakeWaitingPortal(entity portal)
213 {
214         portal.solid = SOLID_NOT;
215         portal.touch = SUB_Null;
216         portal.effects = EF_ADDITIVE;
217         portal.colormod = '1 1 1';
218         portal.nextthink = 0;
219         portal.takedamage = DAMAGE_YES;
220 }
221
222 void Portal_MakeInPortal(entity portal)
223 {
224         portal.solid = SOLID_TRIGGER;
225         portal.touch = Portal_Touch;
226         portal.effects = EF_RED;
227         portal.colormod = '1 0 0';
228         portal.nextthink = time;
229         portal.takedamage = DAMAGE_NO;
230 }
231
232 void Portal_MakeOutPortal(entity portal)
233 {
234         portal.solid = SOLID_NOT;
235         portal.touch = SUB_Null;
236         portal.effects = EF_STARDUST | EF_BLUE;
237         portal.colormod = '0 0 1';
238         portal.nextthink = 0;
239         portal.takedamage = DAMAGE_YES;
240 }
241
242 void Portal_Disconnect(entity teleporter, entity destination)
243 {
244         teleporter.enemy = world;
245         destination.enemy = world;
246         Portal_MakeBrokenPortal(teleporter);
247         Portal_MakeBrokenPortal(destination);
248 }
249
250 void Portal_Connect(entity teleporter, entity destination)
251 {
252         teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
253
254 #ifdef DEBUG
255         {
256                 // let's verify the transform
257                 vector in_f, in_r, in_u;
258                 vector out_f, out_r, out_u;
259                 fixedmakevectors(teleporter.angles);
260                 in_f = v_forward;
261                 in_r = v_right;
262                 in_u = v_up;
263                 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
264                 fixedmakevectors(destination.angles);
265                 out_f = v_forward;
266                 out_r = v_right;
267                 out_u = v_up;
268                 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
269                 // INTENDED TRANSFORM:
270                 //   in_f -> -out_f
271                 //   in_r -> -out_r
272                 //   in_u -> +out_u
273                 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
274                 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
275                 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
276
277                 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
278                 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
279         }
280 #endif
281
282         teleporter.enemy = destination;
283         destination.enemy = teleporter;
284         Portal_MakeInPortal(teleporter);
285         Portal_MakeOutPortal(destination);
286         teleporter.fade_time = time + 15;
287         destination.fade_time = time + 15;
288         teleporter.portal_wants_to_vanish = 0;
289         destination.portal_wants_to_vanish = 0;
290 }
291
292 void Portal_Remove(entity portal, float killed)
293 {
294         entity e;
295         e = portal.enemy;
296
297         if(e)
298         {
299                 Portal_Disconnect(portal, e);
300                 Portal_Remove(e, killed);
301         }
302
303         if(portal == portal.owner.portal_in)
304                 portal.owner.portal_in = world;
305         if(portal == portal.owner.portal_out)
306                 portal.owner.portal_out = world;
307         portal.owner = world;
308
309         // makes the portal vanish
310         if(killed)
311         {
312                 fixedmakevectors(portal.angles);
313                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
314                 remove(portal);
315         }
316         else
317         {
318                 Portal_MakeBrokenPortal(portal);
319                 SUB_SetFade(portal, time, 0.5);
320         }
321 }
322
323 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
324 {
325         if(deathtype == DEATH_TELEFRAG)
326                 return;
327         self.health -= damage;
328         if(self.health < 0)
329         {
330                 Portal_Remove(self, 1);
331         }
332 }
333
334 void Portal_Think()
335 {
336         entity e, o;
337
338         if(self.solid != SOLID_TRIGGER)
339                 error("Portal_Think called for a portal that should not be thinking");
340
341         o = self.owner;
342         self.solid = SOLID_BBOX;
343         self.owner = world;
344         FOR_EACH_PLAYER(e)
345         {
346                 if(time < self.portal_activatetime)
347                         if(e == o)
348                                 continue;
349                 // if e would hit the portal in a frame...
350                 // already teleport him
351                 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
352                 if(trace_ent == self)
353                         Portal_TeleportPlayer(self, e);
354         }
355         self.solid = SOLID_TRIGGER;
356         self.owner = o;
357
358         self.nextthink = time;
359
360         if(time > self.fade_time)
361                 Portal_Remove(self, 0);
362 }
363
364
365 // cleanup:
366 //   when creating in-portal:
367 //     disconnect
368 //     clear existing in-portal
369 //     set as in-portal
370 //     connect
371 //   when creating out-portal:
372 //     disconnect
373 //     clear existing out-portal
374 //     set as out-portal
375 //   when player dies:
376 //     disconnect portals
377 //     clear both portals
378 //   after timeout of in-portal:
379 //     disconnect portals
380 //     clear both portals
381 //   TODO: ensure only one portal shot at once
382 float Portal_SetInPortal(entity own, entity portal)
383 {
384         if(own.portal_in)
385         {
386                 if(own.portal_out)
387                         Portal_Disconnect(own.portal_in, own.portal_out);
388                 Portal_Remove(own.portal_in, 0);
389         }
390         own.portal_in = portal;
391         if(own.portal_out)
392                 Portal_Connect(own.portal_in, own.portal_out);
393         return 2;
394 }
395 float Portal_SetOutPortal(entity own, entity portal)
396 {
397         if(own.portal_out)
398         {
399                 if(own.portal_in)
400                         Portal_Disconnect(own.portal_in, own.portal_out);
401                 Portal_Remove(own.portal_out, 0);
402         }
403         own.portal_out = portal;
404         if(own.portal_in)
405                 Portal_Connect(own.portal_in, own.portal_out);
406         return 1;
407 }
408 void Portal_ClearAll(entity own)
409 {
410         if(own.portal_in)
411                 Portal_Remove(own.portal_in, 0);
412         if(own.portal_out)
413                 Portal_Remove(own.portal_out, 0);
414 }
415 void Portal_ClearWithID(entity own, float id)
416 {
417         if(own.portal_in)
418                 if(own.portal_in.portal_id == id)
419                 {
420                         if(own.portal_out)
421                                 Portal_Disconnect(own.portal_in, own.portal_out);
422                         Portal_Remove(own.portal_in, 0);
423                 }
424         if(own.portal_out)
425                 if(own.portal_out.portal_id == id)
426                 {
427                         if(own.portal_in)
428                                 Portal_Disconnect(own.portal_in, own.portal_out);
429                         Portal_Remove(own.portal_out, 0);
430                 }
431 }
432
433 entity Portal_Spawn(entity own, vector org, vector ang)
434 {
435         entity portal;
436
437         fixedmakevectors(ang);
438         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
439                 return world;
440
441         portal = spawn();
442         portal.classname = "portal";
443         portal.owner = own;
444         portal.origin = org;
445         portal.angles = ang;
446         portal.think = Portal_Think;
447         portal.nextthink = 0;
448         portal.fade_time = time + 15;
449         portal.portal_activatetime = time + 0.1;
450         portal.event_damage = Portal_Damage;
451         portal.health = 300;
452         setmodel(portal, "models/portal.md3");
453
454         if(!Portal_FindSafeOrigin(portal))
455         {
456                 remove(portal);
457                 return world;
458         }
459
460         setsize(portal, '-48 -48 -48', '48 48 48');
461         Portal_MakeWaitingPortal(portal);
462
463         return portal;
464 }
465
466 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
467 {
468         entity portal;
469         vector ang;
470         vector org;
471
472         if(trace_ent.movetype == MOVETYPE_WALK)
473         {
474                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
475                 trace_plane_normal = '0 0 1';
476                 dir = -1 * dir; // create telefrag portals the other way round
477         }
478
479         org = trace_endpos;
480         ang = vectoangles2(trace_plane_normal, dir);
481         fixedmakevectors(ang);
482
483         portal = Portal_Spawn(own, org, ang);
484         if(!portal)
485         {
486                 if(!self.portal_out || self.portal_out.portal_id == portal_id_val)
487                         Portal_ClearAll(own);
488                 return 0;
489         }
490
491         portal.portal_id = portal_id_val;
492         Portal_SetInPortal(own, portal);
493
494         return 1;
495 }
496
497 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
498 {
499         entity portal;
500         vector ang;
501         vector org;
502
503         if(trace_ent.movetype == MOVETYPE_WALK)
504         {
505                 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
506                 trace_plane_normal = '0 0 1';
507                 dir = -1 * dir; // create telefrag portals the other way round
508         }
509
510         org = trace_endpos;
511         ang = vectoangles2(trace_plane_normal, dir);
512         fixedmakevectors(ang);
513
514         portal = Portal_Spawn(own, org, ang);
515         if(!portal)
516         {
517                 if(!self.portal_in || self.portal_in.portal_id == portal_id_val)
518                         Portal_ClearAll(own);
519                 return 0;
520         }
521
522         portal.portal_id = portal_id_val;
523         Portal_SetOutPortal(own, portal);
524
525         return 1;
526 }