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fix antilag aim correction; add debug code
[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 float trigger_push_calculatevelocity_flighttime;
8
9 /*
10         trigger_push_calculatevelocity
11
12         Arguments:
13           org - origin of the object which is to be pushed
14           tgt - target entity (can be either a point or a model entity; if it is
15                 the latter, its midpoint is used)
16           ht  - jump height, measured from the higher one of org and tgt's midpoint
17
18         Returns: velocity for the jump
19         the global trigger_push_calculatevelocity_flighttime is set to the total
20         jump time
21  */
22
23 vector(vector org, entity tgt, float ht) trigger_push_calculatevelocity =
24 {
25         local float grav, sdist, zdist, vs, vz, jumpheight, trajsign;
26         local vector sdir, torg;
27
28         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
29
30         grav = cvar("sv_gravity");
31
32         zdist = torg_z - org_z;
33         sdist = vlen(torg - org - zdist * '0 0 1');
34         sdir = normalize(torg - org - zdist * '0 0 1');
35
36         // how high do we need to push the player?
37         jumpheight = fabs(ht);
38         if(zdist > 0)
39                 jumpheight = jumpheight + zdist;
40
41         /*
42                 STOP.
43
44                 You will not understand the following equations anyway...
45                 But here is what I did to get them.
46
47                 I used the functions
48
49                   s(t) = t * vs
50                   z(t) = t * vz - 1/2 grav t^2
51
52                 and solved for:
53
54                   s(ti) = sdist
55                   z(ti) = zdist
56                   max(z, ti) = jumpheight
57
58                 From these three equations, you will find the three parameters vs, vz
59                 and ti.
60          */
61
62         // push him so high...
63         vz = sqrt(2 * grav * jumpheight); // NOTE: sqrt(positive)!
64         if(ht < 0)
65                 if(zdist < 0)
66                         vz = -vz;
67
68         // how far to push him?
69         if(zdist == 0)
70         {
71                 trigger_push_calculatevelocity_flighttime = sqrt(jumpheight * 8 / grav);
72                 vs = sdist / trigger_push_calculatevelocity_flighttime;
73                         // trajsign is ignored (the high point MUST be inside the jump!)
74         }
75         else
76         {
77                 if(ht > 0)
78                         trajsign = +1;
79                 else
80                         trajsign = -1;
81
82                 // >0: the lower speed that achieves "it"
83                 //     (parabola's maximum inside the jump)
84                 // <0: the higher speed that achieves "it"
85                 //     (parabola's maximum outside the jump)
86
87                 vs = sqrt(jumpheight - zdist);
88                 vs = sqrt(jumpheight) - trajsign * vs; // fteqcc sucks
89                 vs = fabs(vs * sqrt(grav/2) / zdist);
90                 //vs = fabs((sdist / zdist) * sqrt(grav/2) * (sqrt(jumpheight) - trajsign * sqrt(jumpheight - zdist)));
91                 trigger_push_calculatevelocity_flighttime = 1 / vs;
92                         // note: vs cannot be zero here. The difference between the sqrts is zero IFF zdist == 0, which we have excluded.
93                 vs = vs * sdist;
94
95                 // cases to test: "jump up", "jump down" with positive and negative height
96         }
97
98         // finally calculate the velocity
99         return sdir * vs + '0 0 1' * vz;
100 }
101
102 void() trigger_push_touch =
103 {
104         // FIXME: add a .float for whether an entity should be tossed by jumppads
105         if (other.classname != "player")
106         if (other.classname != "corpse")
107         if (other.classname != "body")
108         if (other.classname != "gib")
109         if (other.classname != "missile")
110         if (other.classname != "casing")
111         if (other.classname != "grenade")
112         if (other.classname != "plasma")
113         if (other.classname != "plasma_prim")
114         if (other.classname != "plasma_chain")
115         if (other.classname != "droppedweapon")
116                 return;
117
118         if (other.deadflag && other.classname == "player")
119                 return;
120
121         if (other.classname == "player")
122         {
123                 if(self.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
124                 {
125                         // flash when activated
126                         te_smallflash(other.origin);
127                         sound (other, CHAN_ITEM, self.noise, 1, ATTN_NORM);
128                         self.pushltime = time + 0.2;
129                 }
130                 if(clienttype(other) == CLIENTTYPE_REAL)
131                 {
132                         local float i;
133                         local float found;
134                         found = FALSE;
135                         for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
136                                 if(other.(jumppadsused[i]) == self)
137                                         found = TRUE;
138                         if(!found)
139                         {
140                                 other.(jumppadsused[math_mod(other.jumppadcount, NUM_JUMPPADSUSED)]) = self;
141                                 other.jumppadcount = other.jumppadcount + 1;
142                         }
143                 }
144                 else
145                         other.jumppadcount = TRUE;
146         }
147
148         if(self.target)
149                 self.movedir = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
150
151         other.flags = other.flags - (other.flags & FL_ONGROUND);
152         // reset tracking of oldvelocity for impact damage (sudden velocity changes)
153         other.oldvelocity = other.velocity = self.movedir;
154         // reset tracking of who pushed you into a hazard (for kill credit)
155         other.pushltime = 0;
156
157         if (other.flags & FL_PROJECTILE)
158                 other.angles = vectoangles (other.velocity);
159
160         if (self.spawnflags & PUSH_ONCE)
161         {
162                 self.touch = SUB_Null;
163                 self.think = SUB_Remove;
164                 self.nextthink = time;
165         }
166 };
167
168 .vector dest;
169
170 void() trigger_push_findtarget =
171 {
172         local entity e;
173         local vector org;
174         local float flighttime;
175
176         // first calculate a typical start point for the jump
177         org = (self.absmin + self.absmax) * 0.5;
178         org_z = self.absmax_z - PL_MIN_z;
179
180         if (self.target)
181         {
182                 // find the target
183                 self.enemy = find(world, targetname, self.target);
184                 if (!self.enemy)
185                 {
186                         objerror("trigger_push: target not found\n");
187                         remove(self);
188                         return;
189                 }
190
191                 self.movedir = trigger_push_calculatevelocity(org, self.enemy, self.height);
192                 flighttime = trigger_push_calculatevelocity_flighttime;
193         }
194         else
195                 flighttime = 0;
196
197         // calculate the destination and spawn a teleporter waypoint
198         e = spawn();
199         setorigin(e, org);
200         setsize(e, PL_MIN, PL_MAX);
201         e.velocity = self.movedir;
202         tracetoss(e, e);
203         self.dest = trace_endpos;
204         remove(e);
205
206         waypoint_spawnforteleporter(self, self.dest, flighttime);
207 };
208
209 /*
210  * ENTITY PARAMETERS:
211  *
212  *   target:  target of jump
213  *   height:  the absolute value is the height of the highest point of the jump
214  *            trajectory above the higher one of the player and the target.
215  *            the sign indicates whether the highest point is INSIDE (positive)
216  *            or OUTSIDE (negative) of the jump trajectory. General rule: use
217  *            positive values for targets mounted on the floor, and use negative
218  *            values to target a point on the ceiling.
219  *   movedir: if target is not set, this * speed * 10 is the velocity to be reached.
220  */
221 void() trigger_push =
222 {
223         if (self.angles != '0 0 0')
224                 SetMovedir ();
225
226         self.solid = SOLID_TRIGGER;
227         setmodel (self, self.model); // no precision needed
228         self.movetype = MOVETYPE_NONE;
229         self.modelindex = 0;
230         self.model = "";
231
232         self.touch = trigger_push_touch;
233
234         // normal push setup
235         if (!self.speed)
236                 self.speed = 1000;
237         self.movedir = self.movedir * self.speed * 10;
238
239         if not(self.noise)
240                 self.noise = "misc/jumppad.wav";
241         precache_sound (self.noise);
242
243         // this must be called to spawn the teleport waypoints for bots
244         self.think = trigger_push_findtarget;
245         self.nextthink = time + 0.2;
246 };
247
248 void() target_push = {};
249 void() info_notnull = {};
250 void() target_position = {};