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make use of EF_TELEPORT_BIT for weapon animation
[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         BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
68
69         UpdateCSQCProjectile(player);
70
71         if(player.classname == "player")
72         {
73                 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
74                         tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
75
76                 // player no longer is on ground
77                 player.flags &~= FL_ONGROUND;
78
79                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
80                 player.oldvelocity = player.velocity;
81
82                 // reset tracking of who pushed you into a hazard (for kill credit)
83                 if(teleporter.owner)
84                 {
85                         player.pusher = teleporter.owner;
86                         player.pushltime = time + cvar("g_maxpushtime");
87                 }
88                 else
89                 {
90                         player.pushltime = 0;
91                 }
92
93                 // stop player name display
94                 {
95                         oldself = self;
96                         self = player;
97                         ClearSelectedPlayer();
98                         self = oldself;
99                 }
100         }
101 }
102
103 void Teleport_Touch (void)
104 {
105         entity oldself, e;
106
107         if (other.health < 1)
108                 return;
109         if (!other.flags & FL_CLIENT)   // FIXME: Make missiles firable through the teleport too
110                 return;
111
112         EXACTTRIGGER_TOUCH;
113
114         makevectors(self.enemy.mangle);
115
116         if(other.classname == "player")
117                 RemoveGrapplingHook(other);
118
119         if(self.enemy)
120         {
121                 e = self.enemy;
122         }
123         else
124         {
125                 RandomSelection_Init();
126                 for(e = world; (e = find(e, targetname, self.target)); )
127                 {
128                         if(e.cnt)
129                                 RandomSelection_Add(e, 0, e.cnt, 0);
130                         else
131                                 RandomSelection_Add(e, 0, 1, 0);
132                 }
133                 e = RandomSelection_chosen_ent;
134         }
135
136         if(!e)
137         {
138                 sprint(other, "Teleport destination vanished. Sorry... please complain to the mapper.\n");
139         }
140
141         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');
142
143         if(e.target)
144         {
145                 oldself = self;
146                 activator = other;
147                 self = e;
148                 SUB_UseTargets();
149                 self = oldself;
150         }
151 }
152
153 void spawnfunc_info_teleport_destination (void)
154 {
155         self.classname = "info_teleport_destination";
156
157         self.mangle = self.angles;
158         self.angles = '0 0 0';
159
160         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
161         setorigin (self, self.origin);
162
163         IFTARGETED
164         {
165         }
166         else
167                 objerror ("^3Teleport destination without a targetname");
168 }
169
170 void spawnfunc_misc_teleporter_dest (void)
171 {
172         spawnfunc_info_teleport_destination();
173 }
174
175 void spawnfunc_target_teleporter (void)
176 {
177         spawnfunc_info_teleport_destination();
178 }
179
180 void teleport_findtarget (void)
181 {
182         entity e;
183         float n;
184
185         n = 0;
186         for(e = world; (e = find(e, targetname, self.target)); )
187         {
188                 ++n;
189                 if(e.movetype == MOVETYPE_NONE)
190                         waypoint_spawnforteleporter(self, e.origin, 0);
191                 if(e.classname != "info_teleport_destination")
192                         print("^3MAPPER ERROR: teleporter does target an invalid teleport destination entity. Angles will not work.\n");
193         }
194
195         if(n == 0)
196         {
197                 // no dest!
198                 objerror ("Teleporter with nonexistant target");
199                 return;
200         }
201         else if(n == 1)
202         {
203                 // exactly one dest - bots love that
204                 self.enemy = find(e, targetname, self.target);
205                 self.dest = self.enemy.origin;
206         }
207         else
208         {
209                 // have to use random selection every single time
210                 self.enemy = world;
211         }
212
213         // now enable touch
214         self.touch = Teleport_Touch;
215 }
216
217 void spawnfunc_trigger_teleport (void)
218 {
219         self.angles = '0 0 0';
220
221         EXACTTRIGGER_INIT;
222
223         // this must be called to spawn the teleport waypoints for bots
224         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
225
226         if (!self.target)
227         {
228                 objerror ("Teleporter with no target");
229                 return;
230         }
231 }