]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_teleporters.qc
make lots of stuff self-resetting
[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         if(player.classname == "player")
69         {
70                 if(player.takedamage && player.deadflag == DEAD_NO && !g_race)
71                         tdeath(player, teleporter, telefragger, telefragmin, telefragmax);
72
73                 // hide myself a tic
74                 player.effects = player.effects | EF_NODRAW;
75                 if (player.weaponentity) // misuse FL_FLY to avoid EF_NODRAW on viewmodel
76                         player.weaponentity.flags = player.weaponentity.flags | FL_FLY;
77                 player.teleport_time = time + cvar("sys_ticrate");
78
79                 // player no longer is on ground
80                 player.flags = player.flags - (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;
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         TeleportPlayer(self, other, self.enemy.origin + '0 0 1' * (1 - other.mins_z - 24), self.enemy.mangle, v_forward * vlen(other.velocity), '0 0 0', '0 0 0');
123
124         if(self.enemy.target)
125         {
126                 oldself = self;
127                 activator = other;
128                 self = self.enemy;
129                 SUB_UseTargets();
130                 self = oldself;
131         }
132 }
133
134 void spawnfunc_info_teleport_destination (void)
135 {
136         self.mangle = self.angles;
137         self.angles = '0 0 0';
138
139         //setorigin (self, self.origin + '0 0 27');     // To fix a mappers' habit as old as Quake
140         setorigin (self, self.origin);
141
142         IFTARGETED
143         {
144         }
145         else
146                 objerror ("Teleport destination without a targetname");
147 }
148
149 void spawnfunc_misc_teleporter_dest (void)
150 {
151         spawnfunc_info_teleport_destination();
152 }
153
154 void spawnfunc_target_teleporter (void)
155 {
156         spawnfunc_info_teleport_destination();
157 }
158
159 void teleport_findtarget (void)
160 {
161         // now enable touch
162         self.touch = Teleport_Touch;
163
164         self.enemy = find (world, targetname, self.target);
165         if (!self.enemy)
166         {
167                 objerror ("Teleporter with nonexistant target");
168                 return;
169         }
170
171         self.dest = self.enemy.origin;
172         waypoint_spawnforteleporter(self, self.dest, 0);
173 }
174
175 void spawnfunc_trigger_teleport (void)
176 {
177         self.angles = '0 0 0';
178
179         EXACTTRIGGER_INIT;
180
181         // this must be called to spawn the teleport waypoints for bots
182         InitializeEntity(self, teleport_findtarget, INITPRIO_FINDTARGET);
183
184         if (!self.target)
185         {
186                 objerror ("Teleporter with no target");
187                 return;
188         }
189 }