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more consistency regarding fuel
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1 #define SAFENUDGE '1 1 1'
2 #define SAFERNUDGE '8 8 8'
3
4 .vector portal_transform;
5 .vector portal_safe_origin;
6 .float portal_wants_to_vanish;
7 .float portal_activatetime;
8
9 float PlayerEdgeDistance(entity p, vector v)
10 {
11         vector vbest;
12
13         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
14         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
15         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
16
17         return vbest * v;
18 }
19
20 .vector right_vector;
21 float Portal_TeleportPlayer(entity teleporter, entity player)
22 {
23         vector from, to, safe, step, transform, ang, newvel;
24         vector new_forward, new_up;
25         vector old_forward, old_up;
26         vector new_yawforward;
27         vector old_yawforward;
28         float planeshift, s, t;
29
30         if not(teleporter.enemy)
31         {
32                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
33                 return 0;
34         }
35
36         from = teleporter.origin;
37         transform = teleporter.portal_transform;
38
39         to = teleporter.enemy.origin;
40         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
41         newvel = AnglesTransform_Apply(transform, player.velocity);
42         // this now is INSIDE the plane... can't use that
43         
44         // shift it out
45         fixedmakevectors(teleporter.enemy.angles);
46
47         // first shift it ON the plane if needed
48         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
49         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
50                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
51                 to += newvel * (planeshift / (newvel * v_forward));
52         else
53                 to += trace_plane_normal * planeshift;
54         
55         s = (to - teleporter.enemy.origin) * v_right;
56         t = (to - teleporter.enemy.origin) * v_up;
57         s = bound(-48, s, 48);
58         t = bound(-48, t, 48);
59         to = teleporter.enemy.origin
60            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
61            +     s                                        * v_right
62            +     t                                        * v_up;
63
64         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
65         step = to + ((safe - to) * v_forward) * v_forward;
66         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
67         if(trace_startsolid)
68         {
69                 print("'safe' teleport location is not safe!\n");
70                 // FAIL TODO why does this happen?
71                 return 0;
72         }
73         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
74         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
75         if(trace_startsolid)
76         {
77                 print("trace_endpos in solid, this can't be!\n");
78                 // FAIL TODO why does this happen? (reported by MrBougo)
79                 return 0;
80         }
81         to = trace_endpos + normalize(safe - trace_endpos) * 0;
82         //print(vtos(to), "\n");
83
84         // ang_x stuff works around weird quake angles
85         if(player.classname == "player")
86         {
87                 ang = player.v_angle;
88                 /*
89                 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
90                 ang = AnglesTransform_Multiply(transform, ang);
91                 */
92
93                 // PLAYERS use different math
94                 ang_x = -ang_x;
95
96                 //print("reference: ", vtos(AnglesTransform_Multiply(transform, ang)), "\n");
97
98                 fixedmakevectors(ang);
99                 old_forward = v_forward;
100                 old_up = v_up;
101                 fixedmakevectors(ang_y * '0 1 0');
102                 old_yawforward = v_forward;
103
104                 // their aiming directions are portalled...
105                 new_forward = AnglesTransform_Apply(transform, old_forward);
106                 new_up = AnglesTransform_Apply(transform, old_up);
107                 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
108
109                 // but now find a new sense of direction
110                 // this is NOT easy!
111                 // assume new_forward points straight up.
112                 // What is our yaw?
113                 //
114                 // new_up could now point forward OR backward... which direction to choose?
115
116                 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
117                 {
118                         // new_yawforward and new_yawup define the new aiming half-circle
119                         // we "just" need to find out whether new_up or -new_up is in that half circle
120                         ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
121                         if(new_up * new_yawforward < 0)
122                                 new_up = -1 * new_up;
123                         ang_y = vectoyaw(new_up); // this vector is the yaw we want
124                         //print("UP/DOWN path: ", vtos(ang), "\n");
125                 }
126                 else
127                 {
128                         // good angles; here, "forward" suffices
129                         ang = fixedvectoangles(new_forward);
130                         //print("GOOD path: ", vtos(ang), "\n");
131                 }
132
133                 ang_x = -ang_x;
134                 ang_z = player.angles_z;
135         }
136         else
137         {
138                 ang = player.angles;
139                 ang = AnglesTransform_Multiply(transform, player.angles);
140         }
141
142         // factor -1 allows chaining portals, but may be weird
143         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
144
145         if(player.flagcarried)
146                 DropFlag(player.flagcarried, player, world);
147
148         if not(teleporter.enemy)
149         {
150                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
151                 return 0;
152         }
153
154         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
155
156         if not(teleporter.enemy)
157         {
158                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
159                 return 0;
160         }
161
162         // reset fade counter
163         teleporter.portal_wants_to_vanish = 0;
164         teleporter.fade_time = time + cvar("g_balance_portal_lifetime");
165         teleporter.health = cvar("g_balance_portal_health");
166         teleporter.enemy.health = cvar("g_balance_portal_health");
167
168         return 1;
169 }
170
171 float Portal_FindSafeOrigin(entity portal)
172 {
173         vector o;
174         o = portal.origin;
175         portal.mins = PL_MIN - SAFERNUDGE;
176         portal.maxs = PL_MAX + SAFERNUDGE;
177         fixedmakevectors(portal.angles);
178         portal.origin += 16 * v_forward;
179         if(!move_out_of_solid(portal))
180         {
181 #ifdef DEBUG
182                 print("NO SAFE ORIGIN\n");
183 #endif
184                 return 0;
185         }
186         portal.portal_safe_origin = portal.origin;
187         setorigin(portal, o);
188         return 1;
189 }
190
191 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
192 {
193         float dist, distpersec, delta;
194         vector v;
195
196         dist = (eorg - porg) * pnorm;
197         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
198         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
199         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
200         if(dist < -1) // other side?
201                 return 0;
202         distpersec = evel * pnorm;
203         if(distpersec >= 0) // going away from the portal?
204                 return 0;
205         delta = dist / distpersec;
206         v = eorg - evel * delta - porg;
207         v = v - pnorm * (pnorm * v);
208         return vlen(v) < psize;
209 }
210
211 void Portal_Touch()
212 {
213         vector g;
214
215         // portal is being removed?
216         if(self.solid != SOLID_TRIGGER)
217                 return; // possibly engine bug
218
219         if(other.classname == "player")
220                 return; // handled by think
221
222         if(other.classname == "item_flag_team")
223                 return; // never portal these
224         
225         if(other.classname == "grapplinghook")
226                 return; // handled by think
227         
228         if(!self.enemy)
229                 error("Portal_Touch called for a broken portal\n");
230
231         if(trace_fraction < 1)
232                 return; // only handle TouchAreaGrid ones (only these can teleport)
233                 // for some unknown reason, this also gets collisions from SV_Impact sometimes
234
235         if(other.classname == "porto")
236         {
237                 if(other.portal_id == self.portal_id)
238                         return;
239         }
240         if(time < self.portal_activatetime)
241                 if(other == self.owner)
242                 {
243                         self.portal_activatetime = time + 0.1;
244                         return;
245                 }
246         if(other != self.owner)
247                 if(other.classname == "player")
248                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
249                                 return; // cannot go through someone else's portal
250         if(other.owner != self.owner)
251                 if(other.owner.classname == "player")
252                         if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
253                                 return; // cannot go through someone else's portal
254         fixedmakevectors(self.angles);
255         g = frametime * '0 0 -1' * cvar("sv_gravity");
256         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
257                 return;
258
259         /*
260         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
261         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
262         {
263                 // can't teleport this
264                 return;
265         }
266         */
267
268         if(Portal_TeleportPlayer(self, other))
269                 if(other.classname == "porto")
270                         if(other.effects & EF_RED)
271                                 other.effects += EF_BLUE - EF_RED;
272 }
273
274 void Portal_Think();
275 void Portal_MakeBrokenPortal(entity portal)
276 {
277         portal.skin = 2;
278         portal.solid = SOLID_NOT;
279         portal.touch = SUB_Null;
280         portal.think = SUB_Null;
281         portal.effects = 0;
282         portal.nextthink = 0;
283         portal.takedamage = DAMAGE_NO;
284 }
285
286 void Portal_MakeWaitingPortal(entity portal)
287 {
288         portal.skin = 2;
289         portal.solid = SOLID_NOT;
290         portal.touch = SUB_Null;
291         portal.think = SUB_Null;
292         portal.effects = EF_ADDITIVE;
293         portal.nextthink = 0;
294         portal.takedamage = DAMAGE_YES;
295 }
296
297 void Portal_MakeInPortal(entity portal)
298 {
299         portal.skin = 0;
300         portal.solid = SOLID_TRIGGER;
301         portal.touch = Portal_Touch;
302         portal.think = Portal_Think;
303         portal.effects = EF_RED;
304         portal.nextthink = time;
305         portal.takedamage = DAMAGE_NO;
306 }
307
308 void Portal_MakeOutPortal(entity portal)
309 {
310         portal.skin = 1;
311         portal.solid = SOLID_NOT;
312         portal.touch = SUB_Null;
313         portal.think = SUB_Null;
314         portal.effects = EF_STARDUST | EF_BLUE;
315         portal.nextthink = 0;
316         portal.takedamage = DAMAGE_YES;
317 }
318
319 void Portal_Disconnect(entity teleporter, entity destination)
320 {
321         teleporter.enemy = world;
322         destination.enemy = world;
323         Portal_MakeBrokenPortal(teleporter);
324         Portal_MakeBrokenPortal(destination);
325 }
326
327 void Portal_Connect(entity teleporter, entity destination)
328 {
329         teleporter.portal_transform = AnglesTransform_Divide(AnglesTransform_TurnDirection(destination.angles), teleporter.angles);
330
331         teleporter.enemy = destination;
332         destination.enemy = teleporter;
333         Portal_MakeInPortal(teleporter);
334         Portal_MakeOutPortal(destination);
335         teleporter.fade_time = time + 15;
336         destination.fade_time = time + 15;
337         teleporter.portal_wants_to_vanish = 0;
338         destination.portal_wants_to_vanish = 0;
339 }
340
341 void Portal_Remove(entity portal, float killed)
342 {
343         entity e;
344         e = portal.enemy;
345
346         if(e)
347         {
348                 Portal_Disconnect(portal, e);
349                 Portal_Remove(e, killed);
350         }
351
352         if(portal == portal.owner.portal_in)
353                 portal.owner.portal_in = world;
354         if(portal == portal.owner.portal_out)
355                 portal.owner.portal_out = world;
356         //portal.owner = world;
357
358         // makes the portal vanish
359         if(killed)
360         {
361                 fixedmakevectors(portal.angles);
362                 sound(portal, CHAN_PROJECTILE, "porto/explode.wav", VOL_BASE, ATTN_NORM);
363                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
364                 remove(portal);
365         }
366         else
367         {
368                 Portal_MakeBrokenPortal(portal);
369                 sound(portal, CHAN_PROJECTILE, "porto/expire.wav", VOL_BASE, ATTN_NORM);
370                 SUB_SetFade(portal, time, 0.5);
371         }
372 }
373
374 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
375 {
376         if(deathtype == DEATH_TELEFRAG)
377                 return;
378         if(attacker != self.owner)
379                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
380                         return;
381         self.health -= damage;
382         if(self.health < 0)
383                 Portal_Remove(self, 1);
384 }
385
386 void Portal_Think_TryTeleportPlayer(entity e, vector g)
387 {
388         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
389                 return;
390
391         // if e would hit the portal in a frame...
392         // already teleport him
393         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
394         if(trace_ent == self)
395                 Portal_TeleportPlayer(self, e);
396 }
397
398 void Portal_Think()
399 {
400         entity e, o;
401         vector g;
402
403         // portal is being removed?
404         if(self.solid != SOLID_TRIGGER)
405                 return; // possibly engine bug
406
407         if(!self.enemy)
408                 error("Portal_Think called for a broken portal\n");
409
410         o = self.owner;
411         self.solid = SOLID_BBOX;
412         self.owner = world;
413
414         g = frametime * '0 0 -1' * cvar("sv_gravity");
415
416         fixedmakevectors(self.angles);
417
418         FOR_EACH_PLAYER(e)
419         {
420                 if(e != o)
421                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
422                                 continue; // cannot go through someone else's portal
423
424                 if(e != o || time >= self.portal_activatetime)
425                         Portal_Think_TryTeleportPlayer(e, g);
426
427                 if(e.hook)
428                         Portal_Think_TryTeleportPlayer(e.hook, g);
429         }
430         self.solid = SOLID_TRIGGER;
431         self.owner = o;
432
433         self.nextthink = time;
434
435         if(time > self.fade_time)
436                 Portal_Remove(self, 0);
437 }
438
439 float Portal_Customize()
440 {
441         if(other.classname == "spectator")
442                 other = other.enemy;
443         if(other == self.owner)
444         {
445                 self.modelindex = self.modelindex_lod0;
446         }
447         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
448         {
449                 self.modelindex = 0;
450         }
451         else
452         {
453                 self.modelindex = self.modelindex_lod0;
454         }
455         return TRUE;
456 }
457
458 // cleanup:
459 //   when creating in-portal:
460 //     disconnect
461 //     clear existing in-portal
462 //     set as in-portal
463 //     connect
464 //   when creating out-portal:
465 //     disconnect
466 //     clear existing out-portal
467 //     set as out-portal
468 //   when player dies:
469 //     disconnect portals
470 //     clear both portals
471 //   after timeout of in-portal:
472 //     disconnect portals
473 //     clear both portals
474 //   TODO: ensure only one portal shot at once
475 float Portal_SetInPortal(entity own, entity portal)
476 {
477         if(own.portal_in)
478         {
479                 if(own.portal_out)
480                         Portal_Disconnect(own.portal_in, own.portal_out);
481                 Portal_Remove(own.portal_in, 0);
482         }
483         own.portal_in = portal;
484         if(own.portal_out)
485         {
486                 own.portal_out.portal_id = portal.portal_id;
487                 Portal_Connect(own.portal_in, own.portal_out);
488         }
489         return 2;
490 }
491 float Portal_SetOutPortal(entity own, entity portal)
492 {
493         if(own.portal_out)
494         {
495                 if(own.portal_in)
496                         Portal_Disconnect(own.portal_in, own.portal_out);
497                 Portal_Remove(own.portal_out, 0);
498         }
499         own.portal_out = portal;
500         if(own.portal_in)
501         {
502                 own.portal_in.portal_id = portal.portal_id;
503                 Portal_Connect(own.portal_in, own.portal_out);
504         }
505         return 1;
506 }
507 void Portal_ClearAll_PortalsOnly(entity own)
508 {
509         if(own.portal_in)
510                 Portal_Remove(own.portal_in, 0);
511         if(own.portal_out)
512                 Portal_Remove(own.portal_out, 0);
513 }
514 void Portal_ClearAll(entity own)
515 {
516         Portal_ClearAll_PortalsOnly(own);
517         W_Porto_Remove(own);
518 }
519 void Portal_RemoveLater_Think()
520 {
521         Portal_Remove(self, self.cnt);
522 }
523 void Portal_RemoveLater(entity portal, float kill)
524 {
525         Portal_MakeBrokenPortal(portal);
526         portal.cnt = kill;
527         portal.think = Portal_RemoveLater_Think;
528         portal.nextthink = time;
529 }
530 void Portal_ClearAllLater_PortalsOnly(entity own)
531 {
532         if(own.portal_in)
533                 Portal_RemoveLater(own.portal_in, 0);
534         if(own.portal_out)
535                 Portal_RemoveLater(own.portal_out, 0);
536 }
537 void Portal_ClearAllLater(entity own)
538 {
539         Portal_ClearAllLater_PortalsOnly(own);
540         W_Porto_Remove(own);
541 }
542 void Portal_ClearWithID(entity own, float id)
543 {
544         if(own.portal_in)
545                 if(own.portal_in.portal_id == id)
546                 {
547                         if(own.portal_out)
548                                 Portal_Disconnect(own.portal_in, own.portal_out);
549                         Portal_Remove(own.portal_in, 0);
550                 }
551         if(own.portal_out)
552                 if(own.portal_out.portal_id == id)
553                 {
554                         if(own.portal_in)
555                                 Portal_Disconnect(own.portal_in, own.portal_out);
556                         Portal_Remove(own.portal_out, 0);
557                 }
558 }
559
560 entity Portal_Spawn(entity own, vector org, vector ang)
561 {
562         entity portal;
563
564         fixedmakevectors(ang);
565         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
566                 return world;
567
568         portal = spawn();
569         portal.classname = "portal";
570         portal.owner = own;
571         portal.origin = org;
572         portal.angles = ang;
573         portal.think = Portal_Think;
574         portal.nextthink = 0;
575         portal.portal_activatetime = time + 0.1;
576         portal.event_damage = Portal_Damage;
577         portal.health = 200;
578         portal.fade_time = time + cvar("g_balance_portal_lifetime");
579         portal.health = cvar("g_balance_portal_health");
580         setmodel(portal, "models/portal.md3");
581         portal.modelindex_lod0 = portal.modelindex;
582         portal.customizeentityforclient = Portal_Customize;
583
584         if(!Portal_FindSafeOrigin(portal))
585         {
586                 remove(portal);
587                 return world;
588         }
589
590         setsize(portal, '-48 -48 -48', '48 48 48');
591         Portal_MakeWaitingPortal(portal);
592
593         return portal;
594 }
595
596 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
597 {
598         entity portal;
599         vector ang;
600         vector org;
601
602         org = trace_endpos;
603         ang = fixedvectoangles2(trace_plane_normal, dir);
604         fixedmakevectors(ang);
605
606         portal = Portal_Spawn(own, org, ang);
607         if(!portal)
608         {
609                 // if(!own.portal_out || own.portal_out.portal_id == portal_id_val)
610                         Portal_ClearAll_PortalsOnly(own);
611                 return 0;
612         }
613
614         portal.portal_id = portal_id_val;
615         Portal_SetInPortal(own, portal);
616
617         return 1;
618 }
619
620 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
621 {
622         entity portal;
623         vector ang;
624         vector org;
625
626         org = trace_endpos;
627         ang = fixedvectoangles2(trace_plane_normal, dir);
628         fixedmakevectors(ang);
629
630         portal = Portal_Spawn(own, org, ang);
631         if(!portal)
632         {
633                 // if(!own.portal_in || own.portal_in.portal_id == portal_id_val)
634                         Portal_ClearAll_PortalsOnly(own);
635                 return 0;
636         }
637
638         portal.portal_id = portal_id_val;
639         Portal_SetOutPortal(own, portal);
640
641         return 1;
642 }