1 .vector portal_transform;
2 .vector portal_safe_origin;
3 .float portal_wants_to_vanish;
5 .float portal_activatetime;
7 .entity portal_in, portal_out;
9 vector fixedvectoangles(vector v)
17 vector fixedvectoangles2(vector v, vector w)
20 a = vectoangles2(v, w);
25 void fixedmakevectors(vector a)
31 vector Portal_Transform_Apply(vector transform, vector v)
33 fixedmakevectors(transform);
34 return v_forward * v_x
39 vector Portal_Transform_Multiply(vector t1, vector t2)
41 vector m_forward, m_up;
42 fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
43 m_forward = Portal_Transform_Apply(t1, m_forward);
44 m_up = Portal_Transform_Apply(t1, m_up);
45 return fixedvectoangles2(m_forward, m_up);
48 vector Portal_Transform_Invert(vector transform)
50 vector i_forward, i_up;
51 fixedmakevectors(transform);
52 // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
53 // but these are orthogonal unit vectors!
54 // so to invert, we can simply vectoangles the TRANSPOSED matrix
55 // TODO is this always -transform?
56 i_forward_x = v_forward_x;
57 i_forward_y = -v_right_x;
64 v = fixedvectoangles2(i_forward, i_up);
65 print("Transform: ", vtos(transform), "\n");
66 print("Inverted: ", vtos(v), "\n");
67 print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
68 fixedmakevectors(Portal_Transform_Multiply(v, transform));
69 print("Verify: ", vtos(v_forward), "\n");
70 print("Verify: ", vtos(v_right), "\n");
71 print("Verify: ", vtos(v_up), "\n");
73 return fixedvectoangles2(i_forward, i_up);
76 vector Portal_Transform_TurnDirection(vector transform)
79 t_angles_x = -transform_x;
80 t_angles_y = mod(transform_y + 180, 360);
81 t_angles_z = -transform_z;
85 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
87 return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
90 void Portal_TeleportPlayer(entity teleporter, entity player)
92 vector from, to, safe, step, transform, ang;
93 from = teleporter.origin;
94 to = teleporter.enemy.origin;
95 transform = teleporter.portal_transform;
97 to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
98 // this now is INSIDE the plane... can't use that
101 fixedmakevectors(teleporter.enemy.mangle);
102 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
103 step = to + ((safe - to) * v_forward) * v_forward;
104 tracebox(safe, PL_MIN, PL_MAX, step, MOVE_NOMONSTERS, player);
107 bprint("'safe' teleport location is not safe!\n");
108 // FAIL TODO why does this happen?
112 tracebox(safe, PL_MIN, PL_MAX, to, MOVE_NOMONSTERS, player);
114 error("trace_endpos in solid!");
117 if(player.classname == "player")
119 ang = Portal_Transform_Multiply(transform, player.v_angle);
120 ang_z = player.angles_z;
124 ang = Portal_Transform_Multiply(transform, player.mangle);
127 TeleportPlayer(teleporter, player, to, ang, Portal_Transform_Apply(transform, player.velocity), teleporter.enemy.absmin, teleporter.enemy.absmax);
129 // reset fade counter
130 teleporter.portal_wants_to_vanish = 0;
131 teleporter.fade_time = time + 10;
134 float Portal_FindSafeOrigin(entity portal)
138 portal.mins = PL_MIN - '8 8 8';
139 portal.maxs = PL_MAX + '8 8 8';
140 if(!move_out_of_solid(portal))
142 print("NO SAFE ORIGIN\n");
145 portal.portal_safe_origin = portal.origin;
146 setorigin(portal, o);
152 if(other.classname == "porto")
154 if(time < self.portal_activatetime)
155 if(other == self.owner)
157 self.portal_activatetime = time + 0.1;
160 fixedmakevectors(self.mangle);
161 if((other.origin - self.origin) * v_forward < 0)
163 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
164 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
166 // can't teleport this
169 Portal_TeleportPlayer(self, other);
172 void Portal_MakeBrokenPortal(entity portal)
174 portal.solid = SOLID_NOT;
175 portal.touch = SUB_Null;
177 portal.colormod = '1 1 1';
180 void Portal_MakeInPortal(entity portal)
182 portal.solid = SOLID_TRIGGER;
183 portal.touch = Portal_Touch;
184 portal.effects = EF_RED;
185 portal.colormod = '1 0 0';
188 void Portal_MakeOutPortal(entity portal)
190 portal.solid = SOLID_NOT;
191 portal.touch = SUB_Null;
192 portal.effects = EF_STARDUST;
193 portal.colormod = '0 0 1';
196 void Portal_Disconnect(entity teleporter, entity destination)
198 teleporter.enemy = world;
199 destination.enemy = world;
200 Portal_MakeBrokenPortal(teleporter);
201 Portal_MakeBrokenPortal(destination);
204 void Portal_Connect(entity teleporter, entity destination)
206 teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.mangle), teleporter.mangle);
207 teleporter.enemy = destination;
208 destination.enemy = teleporter;
209 Portal_MakeInPortal(teleporter);
210 Portal_MakeOutPortal(destination);
211 teleporter.fade_time = time + 10;
212 destination.fade_time = time + 10;
213 teleporter.portal_wants_to_vanish = 0;
214 destination.portal_wants_to_vanish = 0;
222 if(self.solid == SOLID_TRIGGER)
226 self.solid = SOLID_BBOX;
231 if(time < self.portal_activatetime)
234 // if e would hit the portal in a frame...
235 // already teleport him
236 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 3 * frametime, MOVE_NORMAL, e);
237 if(trace_ent == self)
238 Portal_TeleportPlayer(self, e);
240 self.solid = SOLID_TRIGGER;
245 self.nextthink = time;
247 if(time < self.fade_time)
250 self.portal_wants_to_vanish = 1;
253 if(!self.enemy.portal_wants_to_vanish)
256 SUB_SetFade(self, time + 1, 1);
259 SUB_SetFade(self.enemy, time + 1, 1);
260 Portal_Disconnect(self, self.enemy);
262 if(self.owner.portal_in == self)
264 self.owner.portal_in = world;
265 print("fixed in-portal ownership\n");
267 if(self.owner.portal_out == self)
269 self.owner.portal_out = world;
270 print("fixed out-portal ownership\n");
274 void Portal_RequestVanish(entity portal)
281 self.enemy.portal_wants_to_vanish = 1;
282 self.enemy.fade_time = time;
284 self.fade_time = time;
289 entity Portal_Spawn(entity own, vector org, vector ang)
291 fixedmakevectors(ang);
292 if(!CheckWireframeBox(org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 16 * v_forward))
297 portal.classname = "portal";
303 portal.think = Portal_Think;
304 portal.nextthink = time;
305 portal.fade_time = time + 10;
306 portal.portal_activatetime = time + 0.1;
307 setmodel(portal, "models/portal.md3");
309 if(!Portal_FindSafeOrigin(portal))
315 setsize(portal, '-48 -48 -48', '48 48 48');
320 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
322 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
325 if(trace_ent.classname == "player")
327 print("hit a player, adjusting...\n");
328 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
329 trace_plane_normal = '0 0 1';
336 Portal_Disconnect(own.portal_in, own.portal_out);
337 Portal_RequestVanish(own.portal_out);
339 own.portal_out = own.portal_in;
340 own.portal_in = world;
341 own.portal_out.portal_id = portal_id_val;
343 else if(own.portal_out)
345 print("this DID happen, no idea why (1)\n");
346 Portal_RequestVanish(own.portal_out);
347 own.portal_out = world;
350 own.portal_in = Portal_Spawn(own, trace_endpos + trace_plane_normal, fixedvectoangles2(trace_plane_normal, dir));
355 Portal_RequestVanish(own.portal_out);
356 own.portal_out = world;
360 own.portal_in.portal_id = portal_id_val;
363 Portal_Connect(own.portal_in, own.portal_out);
368 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
370 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
372 if(own.portal_in.portal_id == portal_id_val)
374 Portal_RequestVanish(own.portal_in);
375 own.portal_in = world;
380 if(trace_ent.classname == "player")
382 print("hit a player, adjusting...\n");
383 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
384 trace_plane_normal = '0 0 1';
385 dir = -1 * dir; // fix orientation
391 if(own.portal_in.portal_id != portal_id_val)
392 return 0; // we need MATCHING portals
396 Portal_Disconnect(own.portal_in, own.portal_out);
397 Portal_RequestVanish(own.portal_out);
398 own.portal_out = world;
401 own.portal_out = Portal_Spawn(own, trace_endpos + trace_plane_normal, fixedvectoangles2(trace_plane_normal, -1 * dir));
404 Portal_RequestVanish(own.portal_in);
405 own.portal_in = world;
408 own.portal_out.portal_id = portal_id_val;
410 Portal_Connect(own.portal_in, own.portal_out);