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add a new cheat "impulse 404"; some CSQC refactorings; distribute prandom seed as...
[divverent/nexuiz.git] / data / qcsrc / server / t_teleporters.qc
1 void tdeath(entity player, entity teleporter, entity telefragger, vector telefragmin, vector telefragmax)
2 {
3         entity head;
4         vector deathmin;
5         vector deathmax;
6         float deathradius;
7         deathmin = player.absmin;
8         deathmax = player.absmax;
9         if(telefragmin != telefragmax)
10         {
11                 if(deathmin_x > telefragmin_x) deathmin_x = telefragmin_x;
12                 if(deathmin_y > telefragmin_y) deathmin_y = telefragmin_y;
13                 if(deathmin_z > telefragmin_z) deathmin_z = telefragmin_z;
14                 if(deathmax_x < telefragmax_x) deathmax_x = telefragmax_x;
15                 if(deathmax_y < telefragmax_y) deathmax_y = telefragmax_y;
16                 if(deathmax_z < telefragmax_z) deathmax_z = telefragmax_z;
17         }
18         deathradius = max(vlen(deathmin), vlen(deathmax));
19         for(head = findradius(player.origin, deathradius); head; head = head.chain)
20                 if(head != player)
21                         if(head.takedamage)
22                                 if(boxesoverlap(deathmin, deathmax, head.absmin, head.absmax))
23                                 {
24                                         if ((player.classname == "player") && (player.health >= 1))
25                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
26                                         else if (telefragger.health < 1) // corpses gib
27                                                 Damage (head, teleporter, telefragger, 10000, DEATH_TELEFRAG, head.origin, '0 0 0');
28                                         else // dead bodies and monsters gib themselves instead of telefragging
29                                                 Damage (telefragger, teleporter, telefragger, 10000, DEATH_TELEFRAG, telefragger.origin, '0 0 0');
30                                 }
31 }
32
33 void spawn_tdeath(vector v0, entity e, vector v)
34 {
35         tdeath(e, e, e, '0 0 0', '0 0 0');
36 }
37
38 .entity pusher;
39 void TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity, vector telefragmin, vector telefragmax)
40 {
41         entity oldself;
42         entity telefragger;
43         vector from;
44
45         if(teleporter.owner)
46                 telefragger = teleporter.owner;
47         else
48                 telefragger = player;
49
50         makevectors (to_angles);
51
52         if(self.pushltime < time) // only show one teleport effect per teleporter per 0.2 seconds, for better fps
53         {
54                 sound (player, CHAN_TRIGGER, "misc/teleport.wav", VOL_BASE, ATTN_NORM);
55                 pointparticles(particleeffectnum("teleport"), player.origin, '0 0 0', 1);
56                 pointparticles(particleeffectnum("teleport"), to + v_forward * 32, '0 0 0', 1);
57                 self.pushltime = time + 0.2;
58         }
59
60         // Relocate the player
61         // assuming to allows PL_MIN to PL_MAX box and some more
62         from = player.origin;
63         setorigin (player, to);
64         player.angles = to_angles;
65         player.fixangle = TRUE;
66         player.velocity = to_velocity;
67
68         UpdateCSQCProjectile(player);
69
70         if(player.classname == "player")
71         {
72                 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
73                         tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
74
75                 // hide myself a tic
76                 player.effects = player.effects | EF_NODRAW;
77                 player.teleport_time = time + cvar("sys_ticrate");
78
79                 // player no longer is on ground
80                 player.flags &~= FL_ONGROUND;
81
82                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
83                 player.oldvelocity = player.velocity;
84
85                 // reset tracking of who pushed you into a hazard (for kill credit)
86                 if(teleporter.owner)
87                 {
88                         player.pusher = teleporter.owner;
89                         player.pushltime = time + cvar("g_maxpushtime");
90                 }
91                 else
92                 {
93                         player.pushltime = 0;
94                 }
95
96                 // stop player name display
97                 {
98                         oldself = self;
99                         self = player;
100                         ClearSelectedPlayer();
101                         self = oldself;
102                 }
103         }
104 }
105
106 void Teleport_Touch (void)
107 {
108         entity oldself, e;
109
110         if (other.health < 1)
111                 return;
112         if (!other.flags & FL_CLIENT)   // FIXME: Make missiles firable through the teleport too
113                 return;
114
115         EXACTTRIGGER_TOUCH;
116
117         makevectors(self.enemy.mangle);
118
119         if(other.classname == "player")
120                 RemoveGrapplingHook(other);
121
122         if(self.enemy)
123         {
124                 e = self.enemy;
125         }
126         else
127         {
128                 RandomSelection_Init();
129                 for(e = world; (e = find(e, targetname, self.target)); )
130                 {
131                         if(e.cnt)
132                                 RandomSelection_Add(e, 0, e.cnt, 0);
133                         else
134                                 RandomSelection_Add(e, 0, 1, 0);
135                 }
136                 e = RandomSelection_chosen_ent;
137         }
138
139         if(!e)
140         {
141                 sprint(other, "Teleport destination vanished. Sorry... please complain to the mapper.\n");
142         }
143
144         TeleportPlayer(self, other, e.origin + '0 0 1' * (1 - other.mins_z - 24), e.mangle, v_forward * vlen(other.velocity), '0 0 0', '0 0 0');
145
146         if(e.target)
147         {
148                 oldself = self;
149                 activator = other;
150                 self = e;
151                 SUB_UseTargets();
152                 self = oldself;
153         }
154 }
155
156 void spawnfunc_info_teleport_destination (void)
157 {
158         self.classname = "info_teleport_destination";
159
160         self.mangle = self.angles;
161         self.angles = '0 0 0';
162
163         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
164         setorigin (self, self.origin);
165
166         IFTARGETED
167         {
168         }
169         else
170                 objerror ("^3Teleport destination without a targetname");
171 }
172
173 void spawnfunc_misc_teleporter_dest (void)
174 {
175         spawnfunc_info_teleport_destination();
176 }
177
178 void spawnfunc_target_teleporter (void)
179 {
180         spawnfunc_info_teleport_destination();
181 }
182
183 void teleport_findtarget (void)
184 {
185         entity e;
186         float n;
187
188         n = 0;
189         for(e = world; (e = find(e, targetname, self.target)); )
190         {
191                 ++n;
192                 if(e.movetype == MOVETYPE_NONE)
193                         waypoint_spawnforteleporter(self, e.origin, 0);
194                 if(e.classname != "info_teleport_destination")
195                         print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
196         }
197
198         if(n == 0)
199         {
200                 // no dest!
201                 objerror ("Teleporter with nonexistant target");
202                 return;
203         }
204         else if(n == 1)
205         {
206                 // exactly one dest - bots love that
207                 self.enemy = find(e, targetname, self.target);
208                 self.dest = self.enemy.origin;
209         }
210         else
211         {
212                 // have to use random selection every single time
213                 self.enemy = world;
214         }
215
216         // now enable touch
217         self.touch = Teleport_Touch;
218 }
219
220 void spawnfunc_trigger_teleport (void)
221 {
222         self.angles = '0 0 0';
223
224         EXACTTRIGGER_INIT;
225
226         // this must be called to spawn the teleport waypoints for bots
227         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
228
229         if (!self.target)
230         {
231                 objerror ("Teleporter with no target");
232                 return;
233         }
234 }