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