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1 float PUSH_ONCE                 = 1;
2 float PUSH_SILENT               = 2;
3
4 .float pushltime;
5 .float height;
6
7 void() SUB_UseTargets;
8
9 float trigger_push_calculatevelocity_flighttime;
10
11 void trigger_push_use()
12 {
13         if(teams_matter)
14                 self.team = activator.team;
15 }
16
17 /*
18         trigger_push_calculatevelocity
19
20         Arguments:
21           org - origin of the object which is to be pushed
22           tgt - target entity (can be either a point or a model entity; if it is
23                 the latter, its midpoint is used)
24           ht  - jump height, measured from the higher one of org and tgt's midpoint
25
26         Returns: velocity for the jump
27         the global trigger_push_calculatevelocity_flighttime is set to the total
28         jump time
29  */
30
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
32 {
33         local float grav, sdist, zdist, vs, vz, jumpheight;
34         local vector sdir, torg;
35
36         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
37
38         grav = cvar("sv_gravity");
39
40         zdist = torg_z - org_z;
41         sdist = vlen(torg - org - zdist * '0 0 1');
42         sdir = normalize(torg - org - zdist * '0 0 1');
43
44         // how high do we need to push the player?
45         jumpheight = fabs(ht);
46         if(zdist > 0)
47                 jumpheight = jumpheight + zdist;
48
49         /*
50                 STOP.
51
52                 You will not understand the following equations anyway...
53                 But here is what I did to get them.
54
55                 I used the functions
56
57                   s(t) = t * vs
58                   z(t) = t * vz - 1/2 grav t^2
59
60                 and solved for:
61
62                   s(ti) = sdist
63                   z(ti) = zdist
64                   max(z, ti) = jumpheight
65
66                 From these three equations, you will find the three parameters vs, vz
67                 and ti.
68          */
69
70         // push him so high...
71         vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
72
73         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
74         if(ht < 0)
75                 if(zdist < 0)
76                         vz = -vz;
77
78         vector solution;
79         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
80         // ALWAYS solvable because jumpheight >= zdist
81         if(!solution_z)
82                 solution_y = solution_x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0)
83         if(zdist == 0)
84                 solution_x = solution_y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually)
85
86         if(zdist < 0)
87         {
88                 // down-jump
89                 if(ht < 0)
90                 {
91                         // almost straight line type
92                         // jump apex is before the jump
93                         // we must take the larger one
94                         trigger_push_calculatevelocity_flighttime = solution_y;
95                 }
96                 else
97                 {
98                         // regular jump
99                         // jump apex is during the jump
100                         // we must take the larger one too
101                         trigger_push_calculatevelocity_flighttime = solution_y;
102                 }
103         }
104         else
105         {
106                 // up-jump
107                 if(ht < 0)
108                 {
109                         // almost straight line type
110                         // jump apex is after the jump
111                         // we must take the smaller one
112                         trigger_push_calculatevelocity_flighttime = solution_x;
113                 }
114                 else
115                 {
116                         // regular jump
117                         // jump apex is during the jump
118                         // we must take the larger one
119                         trigger_push_calculatevelocity_flighttime = solution_y;
120                 }
121         }
122         vs = sdist / trigger_push_calculatevelocity_flighttime;
123
124         // finally calculate the velocity
125         return sdir * vs + '0 0 1' * vz;
126 }
127
128 void trigger_push_touch()
129 {
130         // FIXME: add a .float for whether an entity should be tossed by jumppads
131         if (!other.iscreature)
132         if (other.classname != "corpse")
133         if (other.classname != "body")
134         if (other.classname != "gib")
135         if (other.classname != "casing")
136         if (other.classname != "droppedweapon")
137         if (!other.projectiledeathtype || other.classname == "bullet")
138                 return;
139
140         if (other.deadflag && other.iscreature)
141                 return;
142
143         if(self.team)
144                 if((self.spawnflags & 4 == 0) == (self.team != other.team))
145                         return;
146
147         EXACTTRIGGER_TOUCH;
148
149         if(self.target)
150                 self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
151
152         other.flags &~= FL_ONGROUND;
153         // reset tracking of oldvelocity for impact damage (sudden velocity changes)
154         other.oldvelocity = other.velocity = self.movedir;
155
156         UpdateCSQCProjectile(other);
157
158         if (other.classname == "player")
159         {
160                 if(self.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
161                 {
162                         // flash when activated
163                         pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
164                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
165                         self.pushltime = time + 0.2;
166                 }
167                 local float ct;
168                 ct = clienttype(other);
169                 if( ct == CLIENTTYPE_REAL)
170                 {
171                         local float i;
172                         local float found;
173                         found = FALSE;
174                         for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
175                                 if(other.(jumppadsused[i]) == self)
176                                         found = TRUE;
177                         if(!found)
178                         {
179                                 other.(jumppadsused[mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self;
180                                 other.jumppadcount = other.jumppadcount + 1;
181                         }
182
183                         if(self.message)
184                                 centerprint(other, self.message);
185                 }
186                 else if(ct == CLIENTTYPE_BOT)
187                         other.lastteleporttime = time;
188                 else
189                         other.jumppadcount = TRUE;
190         }
191
192         if(self.enemy.target)
193         {
194                 entity oldself;
195                 oldself = self;
196                 activator = other;
197                 self = self.enemy;
198                 SUB_UseTargets();
199                 self = oldself;
200         }
201
202         // reset tracking of who pushed you into a hazard (for kill credit)
203         other.pushltime = 0;
204
205         if (other.flags & FL_PROJECTILE)
206                 other.angles = vectoangles (other.velocity);
207
208         if (self.spawnflags & PUSH_ONCE)
209         {
210                 self.touch = SUB_Null;
211                 self.think = SUB_Remove;
212                 self.nextthink = time;
213         }
214 };
215
216 .vector dest;
217
218 void trigger_push_findtarget()
219 {
220         local entity e;
221         local vector org;
222         local float flighttime;
223
224         // first calculate a typical start point for the jump
225         org = (self.absmin + self.absmax) * 0.5;
226         org_z = self.absmax_z - PL_MIN_z;
227
228         if (self.target)
229         {
230                 // find the target
231                 self.enemy = find(world, targetname, self.target);
232                 if (!self.enemy)
233                 {
234                         objerror("trigger_push: target not found\n");
235                         remove(self);
236                         return;
237                 }
238
239                 self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height);
240                 flighttime = trigger_push_calculatevelocity_flighttime;
241         }
242         else
243                 flighttime = 0;
244
245         // calculate the destination and spawn a teleporter spawnfunc_waypoint
246         e = spawn();
247         setorigin(e, org);
248         setsize(e, PL_MIN, PL_MAX);
249         e.velocity = self.movedir;
250         tracetoss(e, e);
251         self.dest = trace_endpos;
252         remove(e);
253
254         waypoint_spawnforteleporter(self, self.dest, flighttime);
255 };
256
257 /*
258  * ENTITY PARAMETERS:
259  *
260  *   target:  target of jump
261  *   height:  the absolute value is the height of the highest point of the jump
262  *            trajectory above the higher one of the player and the target.
263  *            the sign indicates whether the highest point is INSIDE (positive)
264  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
265  *            positive values for targets mounted on the floor, and use negative
266  *            values to target a point on the ceiling.
267  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
268  */
269 void spawnfunc_trigger_push()
270 {
271         if (self.angles != '0 0 0')
272                 SetMovedir ();
273
274         EXACTTRIGGER_INIT;
275
276         self.use = trigger_push_use;
277         self.touch = trigger_push_touch;
278
279         // normal push setup
280         if (!self.speed)
281                 self.speed = 1000;
282         self.movedir = self.movedir * self.speed * 10;
283
284         if not(self.noise)
285                 self.noise = "misc/jumppad.wav";
286         precache_sound (self.noise);
287
288         // this must be called to spawn the teleport waypoints for bots
289         InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
290 };
291
292 void spawnfunc_target_push() {};
293 void spawnfunc_info_notnull() {};
294 void spawnfunc_target_position() {};