]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_jumppads.qc
fix some uses of the flags field; should fix turret aiming bug
[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.iscreature)
108         if (other.classname != "corpse")
109         if (other.classname != "body")
110         if (other.classname != "gib")
111         if (other.classname != "casing")
112         if (other.classname != "droppedweapon")
113         if (!other.projectiledeathtype || other.classname == "bullet")
114                 return;
115
116         if (other.deadflag && other.iscreature)
117                 return;
118
119         EXACTTRIGGER_TOUCH;
120
121         if(self.target)
122                 self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
123
124         other.flags &~= FL_ONGROUND;
125         // reset tracking of oldvelocity for impact damage (sudden velocity changes)
126         other.oldvelocity = other.velocity = self.movedir;
127
128         UpdateCSQCProjectile(other);
129
130         if (other.classname == "player")
131         {
132                 if(self.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
133                 {
134                         // flash when activated
135                         pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
136                         sound (other, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
137                         self.pushltime = time + 0.2;
138                 }
139                 if(clienttype(other) == CLIENTTYPE_REAL)
140                 {
141                         local float i;
142                         local float found;
143                         found = FALSE;
144                         for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
145                                 if(other.(jumppadsused[i]) == self)
146                                         found = TRUE;
147                         if(!found)
148                         {
149                                 other.(jumppadsused[mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self;
150                                 other.jumppadcount = other.jumppadcount + 1;
151                         }
152
153                         if(self.message)
154                                 centerprint(other, self.message);
155                 }
156                 else
157                         other.jumppadcount = TRUE;
158         }
159
160         if(self.enemy.target)
161         {
162                 entity oldself;
163                 oldself = self;
164                 activator = other;
165                 self = self.enemy;
166                 SUB_UseTargets();
167                 self = oldself;
168         }
169
170         // reset tracking of who pushed you into a hazard (for kill credit)
171         other.pushltime = 0;
172
173         if (other.flags & FL_PROJECTILE)
174                 other.angles = vectoangles (other.velocity);
175
176         if (self.spawnflags & PUSH_ONCE)
177         {
178                 self.touch = SUB_Null;
179                 self.think = SUB_Remove;
180                 self.nextthink = time;
181         }
182 };
183
184 .vector dest;
185
186 void trigger_push_findtarget()
187 {
188         local entity e;
189         local vector org;
190         local float flighttime;
191
192         // first calculate a typical start point for the jump
193         org = (self.absmin + self.absmax) * 0.5;
194         org_z = self.absmax_z - PL_MIN_z;
195
196         if (self.target)
197         {
198                 // find the target
199                 self.enemy = find(world, targetname, self.target);
200                 if (!self.enemy)
201                 {
202                         objerror("trigger_push: target not found\n");
203                         remove(self);
204                         return;
205                 }
206
207                 self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height);
208                 flighttime = trigger_push_calculatevelocity_flighttime;
209         }
210         else
211                 flighttime = 0;
212
213         // calculate the destination and spawn a teleporter spawnfunc_waypoint
214         e = spawn();
215         setorigin(e, org);
216         setsize(e, PL_MIN, PL_MAX);
217         e.velocity = self.movedir;
218         tracetoss(e, e);
219         self.dest = trace_endpos;
220         remove(e);
221
222         waypoint_spawnforteleporter(self, self.dest, flighttime);
223 };
224
225 /*
226  * ENTITY PARAMETERS:
227  *
228  *   target:  target of jump
229  *   height:  the absolute value is the height of the highest point of the jump
230  *            trajectory above the higher one of the player and the target.
231  *            the sign indicates whether the highest point is INSIDE (positive)
232  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
233  *            positive values for targets mounted on the floor, and use negative
234  *            values to target a point on the ceiling.
235  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
236  */
237 void spawnfunc_trigger_push()
238 {
239         if (self.angles != '0 0 0')
240                 SetMovedir ();
241
242         EXACTTRIGGER_INIT;
243
244         self.touch = trigger_push_touch;
245
246         // normal push setup
247         if (!self.speed)
248                 self.speed = 1000;
249         self.movedir = self.movedir * self.speed * 10;
250
251         if not(self.noise)
252                 self.noise = "misc/jumppad.wav";
253         precache_sound (self.noise);
254
255         // this must be called to spawn the teleport waypoints for bots
256         InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
257 };
258
259 void spawnfunc_target_push() {};
260 void spawnfunc_info_notnull() {};
261 void spawnfunc_target_position() {};