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1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3
4 void WarpZone_StoreProjectileData(entity e)
5 {
6         e.warpzone_oldorigin = e.origin;
7         e.warpzone_oldvelocity = e.velocity;
8         e.warpzone_oldangles = e.angles;
9 }
10
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
12 {
13         vector from;
14
15         makevectors (to_angles);
16
17         from = player.origin;
18         setorigin (player, to);
19         player.oldorigin = to; // for DP's unsticking
20         player.angles = to_angles;
21         player.fixangle = TRUE;
22         player.velocity = to_velocity;
23
24         if(player.effects & EF_TELEPORT_BIT)
25                 player.effects &~= EF_TELEPORT_BIT;
26         else
27                 player.effects |= EF_TELEPORT_BIT;
28
29         if(player.classname == "player")
30                 player.flags &~= FL_ONGROUND;
31
32         WarpZone_PostTeleportPlayer_Callback(player);
33 }
34
35 float WarpZone_Teleport(entity player)
36 {
37         vector o0, a0, v0, o1, a1, v1;
38
39         o0 = player.origin + player.view_ofs;
40         v0 = player.velocity;
41         a0 = player.angles;
42
43         if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
44                 return 2;
45         // no failure, we simply don't want to teleport yet; TODO in
46         // this situation we may want to create a temporary clone
47         // entity of the player to fix graphics glitch
48
49         o1 = WarpZone_TransformOrigin(self, o0);
50         v1 = WarpZone_TransformVelocity(self, v0);
51         if(player.classname == "player")
52                 a1 = WarpZone_TransformVAngles(self, player.v_angle);
53         else
54                 a1 = WarpZone_TransformAngles(self, a0);
55
56         // put him inside solid
57         tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
58         if(trace_startsolid)
59         {
60                 vector mi, ma;
61                 mi = player.mins;
62                 ma = player.maxs;
63                 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64                 setorigin(player, o1);
65                 if(WarpZoneLib_MoveOutOfSolid(player))
66                 {
67                         o1 = player.origin;
68                         setsize(player, mi, ma);
69                         setorigin(player, o0);
70                 }
71                 else
72                 {
73                         print("would have to put player in solid, won't do that\n");
74                         setsize(player, mi, ma);
75                         setorigin(player, o0 - player.view_ofs);
76                         return 0; // cannot fix
77                 }
78         }
79
80         if(WarpZone_TargetPlaneDist(self, o1) <= 0)
81         {
82                 print("inconsistent warp zones or evil roundoff error\n");
83                 return 0;
84         }
85
86         //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
87
88         //o1 = trace_endpos;
89         WarpZone_RefSys_Add(player, self);
90         WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91         WarpZone_StoreProjectileData(player);
92         player.warpzone_teleport_time = time;
93
94         return 1;
95 }
96
97 void WarpZone_Touch (void)
98 {
99         entity oldself, e;
100
101         if(other.classname == "trigger_warpzone")
102                 return;
103
104         // FIXME needs a better check to know what is safe to teleport and what not
105         if(other.movetype == MOVETYPE_NONE)
106                 return;
107
108         if(WarpZoneLib_ExactTrigger_Touch())
109                 return;
110
111         e = self.enemy;
112         if(WarpZone_Teleport(other))
113         {
114                 if(self.aiment.target)
115                 {
116                         oldself = self;
117                         activator = other;
118                         self = self.aiment;
119                         SUB_UseTargets();
120                         self = oldself;
121                 }
122         }
123         else
124         {
125                 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
126         }
127 }
128
129 float WarpZone_Send(entity to, float sendflags)
130 {
131         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
132
133         // we need THESE to render the warpzone (and cull properly)...
134         WriteCoord(MSG_ENTITY, self.origin_x);
135         WriteCoord(MSG_ENTITY, self.origin_y);
136         WriteCoord(MSG_ENTITY, self.origin_z);
137
138         WriteShort(MSG_ENTITY, self.modelindex);
139         WriteCoord(MSG_ENTITY, self.mins_x);
140         WriteCoord(MSG_ENTITY, self.mins_y);
141         WriteCoord(MSG_ENTITY, self.mins_z);
142         WriteCoord(MSG_ENTITY, self.maxs_x);
143         WriteCoord(MSG_ENTITY, self.maxs_y);
144         WriteCoord(MSG_ENTITY, self.maxs_z);
145         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
146
147         // we need THESE to calculate the proper transform
148         WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
149         WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
150         WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
151         WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
152         WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
153         WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
154         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
155         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
156         WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
157         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
158         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
159         WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
160
161         return TRUE;
162 }
163
164 float WarpZone_Camera_Send(entity to, float sendflags)
165 {
166         WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
167
168         // we need THESE to render the warpzone (and cull properly)...
169         WriteCoord(MSG_ENTITY, self.origin_x);
170         WriteCoord(MSG_ENTITY, self.origin_y);
171         WriteCoord(MSG_ENTITY, self.origin_z);
172
173         WriteShort(MSG_ENTITY, self.modelindex);
174         WriteCoord(MSG_ENTITY, self.mins_x);
175         WriteCoord(MSG_ENTITY, self.mins_y);
176         WriteCoord(MSG_ENTITY, self.mins_z);
177         WriteCoord(MSG_ENTITY, self.maxs_x);
178         WriteCoord(MSG_ENTITY, self.maxs_y);
179         WriteCoord(MSG_ENTITY, self.maxs_z);
180         WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
181
182         // we need THESE to calculate the proper transform
183         WriteCoord(MSG_ENTITY, self.enemy.origin_x);
184         WriteCoord(MSG_ENTITY, self.enemy.origin_y);
185         WriteCoord(MSG_ENTITY, self.enemy.origin_z);
186         WriteCoord(MSG_ENTITY, self.enemy.angles_x);
187         WriteCoord(MSG_ENTITY, self.enemy.angles_y);
188         WriteCoord(MSG_ENTITY, self.enemy.angles_z);
189
190         return TRUE;
191 }
192
193 float WarpZone_CheckProjectileImpact()
194 {
195         // if self hit a warpzone, abort
196         vector o0, v0, a0;
197         float mpd, pd, dpd;
198         entity wz;
199         wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
200         if(!wz)
201                 return FALSE;
202         o0 = self.origin;
203         v0 = self.velocity;
204         a0 = self.angles;
205
206         // this approach transports the projectile at its full speed, but does
207         // not properly retain the projectile trail (but we can't retain it
208         // easily anyway without delaying the projectile by two frames, so who
209         // cares)
210         WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
211         setorigin(self, trace_endpos);
212         self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
213         self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
214         
215         // in case we are in our warp zone post-teleport, shift the projectile forward a bit
216         mpd = max(vlen(self.mins), vlen(self.maxs));
217         pd = WarpZone_TargetPlaneDist(wz, self.origin);
218         if(pd < mpd)
219         {
220                 dpd = normalize(self.velocity) * self.warpzone_targetforward;
221                 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
222                 if(!WarpZoneLib_MoveOutOfSolid(self))
223                 {
224                         setorigin(self, o0);
225                         self.angles = a0;
226                         self.velocity = v0;
227                         return FALSE;
228                 }
229         }
230         WarpZone_RefSys_Add(self, wz);
231         WarpZone_StoreProjectileData(self);
232         self.warpzone_teleport_time = time;
233
234         return TRUE;
235 }
236 float WarpZone_Projectile_Touch()
237 {
238         if(other.classname == "trigger_warpzone")
239                 return TRUE;
240         if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
241                 return TRUE;
242         if(WarpZone_CheckProjectileImpact())
243                 return TRUE;
244         if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
245         {
246                 setorigin(self, self.warpzone_oldorigin);
247                 self.velocity = self.warpzone_oldvelocity;
248                 self.angles = self.warpzone_oldangles;
249                 return TRUE;
250         }
251
252         return FALSE;
253 }
254
255 void WarpZone_InitStep_FindTarget()
256 {
257         entity e;
258
259         if(self.killtarget != "")
260         {
261                 self.aiment = find(world, targetname, self.killtarget);
262                 if(self.aiment == world)
263                 {
264                         error("Warp zone with nonexisting killtarget");
265                         return;
266                 }
267         }
268
269         // this way only one of the two ents needs to target
270         if(self.target != "")
271         {
272                 e = find(world, targetname, self.target);
273                 if(e)
274                 {
275                         self.enemy = e;
276                         self.enemy.enemy = self;
277                 }
278         }
279 }
280
281 void WarpZonePosition_InitStep_FindTarget()
282 {
283         entity e;
284
285         if(self.target == "")
286         {
287                 error("Warp zone position with no target");
288                 return;
289         }
290         self.enemy = find(world, targetname, self.target);
291         if(self.enemy == world)
292         {
293                 error("Warp zone position with nonexisting target");
294                 return;
295         }
296         if(self.enemy.aiment)
297         {
298                 // already is positioned
299                 error("Warp zone position targeting already oriented warpzone");
300                 return;
301         }
302         self.enemy.aiment = self;
303 }
304
305 void WarpZoneCamera_InitStep_FindTarget()
306 {
307         entity e;
308
309         if(self.target == "")
310         {
311                 error("Camera with no target");
312                 return;
313         }
314         self.enemy = find(world, targetname, self.target);
315         if(self.enemy == world)
316         {
317                 error("Camera with nonexisting target");
318                 return;
319         }
320 }
321
322 void WarpZone_InitStep_UpdateTransform()
323 {
324         vector org, ang, norm, point;
325         float area;
326         vector tri, a, b, c, p, q, n;
327         float i_s, i_t, n_t;
328         string tex;
329
330         if(!self.enemy || self.enemy.enemy != self)
331         {
332                 error("Invalid warp zone detected. Killed.");
333                 return;
334         }
335
336         org = self.origin;
337         if(org == '0 0 0')
338                 org = 0.5 * (self.mins + self.maxs);
339
340         norm = point = '0 0 0';
341         area = 0;
342         for(i_s = 0; ; ++i_s)
343         {
344                 tex = getsurfacetexture(self, i_s);
345                 if not(tex)
346                         break; // this is beyond the last one
347                 if(tex != "textures/common/warpzone")
348                         continue;
349                 n_t = getsurfacenumtriangles(self, i_s);
350                 for(i_t = 0; i_t < n_t; ++i_t)
351                 {
352                         tri = getsurfacetriangle(self, i_s, i_t);
353                         a = getsurfacepoint(self, i_s, tri_x);
354                         b = getsurfacepoint(self, i_s, tri_y);
355                         c = getsurfacepoint(self, i_s, tri_z);
356                         p = b - a;
357                         q = c - a;
358                         n =     '1 0 0' * (q_y * p_z - q_z * p_y)
359                         +       '0 1 0' * (q_z * p_x - q_x * p_z)
360                         +       '0 0 1' * (q_x * p_y - q_y * p_x);
361                         area = area + vlen(n);
362                         norm = norm + n;
363                         point = point + vlen(n) * (a + b + c);
364                 }
365         }
366         if(area > 0)
367         {
368                 norm = norm * (1 / area);
369                 point = point * (1 / (3 * area));
370                 if(vlen(norm) < 0.99)
371                 {
372                         print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
373                         area = 0; // no autofixing in this case
374                 }
375                 norm = normalize(norm);
376         }
377
378         if(self.aiment)
379         {
380                 org = self.aiment.origin;
381                 ang = self.aiment.angles;
382                 if(area > 0)
383                 {
384                         org = org - ((org - point) * norm) * norm; // project to plane
385                         makevectors(ang);
386                         if(norm * v_forward < 0)
387                         {
388                                 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
389                                 norm = -1 * norm;
390                         }
391                         ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
392                         ang_x = -ang_x;
393                         if(norm * v_forward < 0.99)
394                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
395                         if(vlen(org - self.aiment.origin) > 0.5)
396                                 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
397                 }
398         }
399         else if(area > 0)
400         {
401                 org = point;
402                 ang = vectoangles(norm);
403                 ang_x = -ang_x;
404         }
405         else
406                 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
407
408         self.warpzone_origin = org;
409         self.warpzone_angles = ang;
410 }
411 void WarpZone_InitStep_FinalizeTransform()
412 {
413         WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
414         self.touch = WarpZone_Touch;
415 }
416
417 float warpzone_initialized;
418 entity warpzone_first;
419 entity warpzone_position_first;
420 entity warpzone_camera_first;
421 .entity warpzone_next;
422 void spawnfunc_trigger_warpzone_position(void)
423 {
424         // "target", "angles", "origin"
425         self.warpzone_next = warpzone_position_first;
426         warpzone_position_first = self;
427 }
428 void spawnfunc_trigger_warpzone(void)
429 {
430         // warp zone entities must have:
431         // "killtarget" pointing to a target_position with a direction arrow
432         //              that points AWAY from the warp zone, and that is inside
433         //              the warp zone trigger
434         // "target"     pointing to an identical warp zone at another place in
435         //              the map, with another killtarget to designate its
436         //              orientation
437
438         string m;
439         m = self.model;
440         WarpZoneLib_ExactTrigger_Init();
441         if(!self.scale)
442                 self.scale = self.modelscale;
443         if(m != "")
444         {
445                 precache_model(m);
446                 setmodel(self, m); // no precision needed
447         }
448         setorigin(self, self.origin);
449         if(self.scale)
450                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
451         else
452                 setsize(self, self.mins, self.maxs);
453         if(!self.scale)
454                 self.scale = self.modelscale;
455         self.SendEntity = WarpZone_Send;
456         self.SendFlags = 0xFFFFFF;
457         self.effects |= EF_NODEPTHTEST;
458         self.warpzone_next = warpzone_first;
459         warpzone_first = self;
460 }
461 void spawnfunc_func_camera(void)
462 {
463         if(!self.scale)
464                 self.scale = self.modelscale;
465         if(self.model != "")
466         {
467                 precache_model(self.model);
468                 setmodel(self, self.model); // no precision needed
469         }
470         setorigin(self, self.origin);
471         if(self.scale)
472                 setsize(self, self.mins * self.scale, self.maxs * self.scale);
473         else
474                 setsize(self, self.mins, self.maxs);
475         if(!self.solid)
476                 self.solid = SOLID_BSP;
477         else if(self.solid < 0)
478                 self.solid = SOLID_NOT;
479         self.SendEntity = WarpZone_Camera_Send;
480         self.SendFlags = 0xFFFFFF;
481         self.warpzone_next = warpzone_camera_first;
482         warpzone_camera_first = self;
483 }
484 void WarpZone_StartFrame()
485 {
486         entity e;
487         if(warpzone_initialized == 0)
488         {
489                 warpzone_initialized = 1;
490                 e = self;
491                 for(self = warpzone_first; self; self = self.warpzone_next)
492                         WarpZone_InitStep_FindTarget();
493                 for(self = warpzone_position_first; self; self = self.warpzone_next)
494                         WarpZonePosition_InitStep_FindTarget();
495                 for(self = warpzone_camera_first; self; self = self.warpzone_next)
496                         WarpZoneCamera_InitStep_FindTarget();
497                 for(self = warpzone_first; self; self = self.warpzone_next)
498                         WarpZone_InitStep_UpdateTransform();
499                 for(self = warpzone_first; self; self = self.warpzone_next)
500                         WarpZone_InitStep_FinalizeTransform();
501                 self = e;
502         }
503         for(e = world; (e = nextent(e)); )
504                 WarpZone_StoreProjectileData(e);
505 }