1 .vector portal_transform;
2 .vector portal_safe_origin;
3 .float portal_wants_to_vanish;
4 .float portal_activatetime;
7 .entity portal_in, portal_out;
9 vector Portal_Transform_Apply(vector transform, vector v)
11 fixedmakevectors(transform);
12 return v_forward * v_x
17 vector Portal_Transform_Multiply(vector t1, vector t2)
19 vector m_forward, m_up;
20 fixedmakevectors(t2); m_forward = v_forward; m_up = v_up;
21 m_forward = Portal_Transform_Apply(t1, m_forward); m_up = Portal_Transform_Apply(t1, m_up);
22 return fixedvectoangles2(m_forward, m_up);
25 vector Portal_Transform_Invert(vector transform)
27 vector i_forward, i_up;
28 fixedmakevectors(transform);
29 // we want angles that turn v_forward into '1 0 0', v_right into '0 1 0' and v_up into '0 0 1'
30 // but these are orthogonal unit vectors!
31 // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix
32 // TODO is this always -transform?
33 i_forward_x = v_forward_x;
34 i_forward_y = -v_right_x;
41 v = fixedvectoangles2(i_forward, i_up);
42 print("Transform: ", vtos(transform), "\n");
43 print("Inverted: ", vtos(v), "\n");
44 print("Verify: ", vtos(Portal_Transform_Multiply(v, transform)), "\n");
45 fixedmakevectors(Portal_Transform_Multiply(v, transform));
46 print("Verify: ", vtos(v_forward), "\n");
47 print("Verify: ", vtos(v_right), "\n");
48 print("Verify: ", vtos(v_up), "\n");
50 return fixedvectoangles2(i_forward, i_up);
53 vector Portal_Transform_TurnDirection(vector transform)
55 // turn 180 degrees around v_up
56 // changes in-direction to out-direction
57 fixedmakevectors(transform);
58 return fixedvectoangles2(-1 * v_forward, 1 * v_up);
61 vector Portal_Transform_Divide(vector to_transform, vector from_transform)
63 return Portal_Transform_Multiply(to_transform, Portal_Transform_Invert(from_transform));
66 float PlayerEdgeDistance(entity p, vector v)
70 if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
71 if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
72 if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
78 float Portal_TeleportPlayer(entity teleporter, entity player)
80 vector from, to, safe, step, transform, ang, newvel;
81 vector new_forward, new_up;
82 vector old_forward, old_up;
83 vector new_yawforward;
84 vector old_yawforward;
85 float planeshift, s, t;
86 from = teleporter.origin;
87 transform = teleporter.portal_transform;
89 to = teleporter.enemy.origin;
90 to = to + Portal_Transform_Apply(teleporter.portal_transform, player.origin - from);
91 newvel = Portal_Transform_Apply(transform, player.velocity);
92 // this now is INSIDE the plane... can't use that
95 fixedmakevectors(teleporter.enemy.angles);
97 // first shift it ON the plane if needed
98 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
99 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
100 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
101 to += newvel * (planeshift / (newvel * v_forward));
103 to += trace_plane_normal * planeshift;
105 s = (to - teleporter.enemy.origin) * v_right;
106 t = (to - teleporter.enemy.origin) * v_up;
107 s = bound(-48, s, 48);
108 t = bound(-48, t, 48);
109 to = teleporter.enemy.origin
110 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
114 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
115 step = to + ((safe - to) * v_forward) * v_forward;
116 tracebox(safe, player.mins - '1 1 1', player.maxs + '1 1 1', step, MOVE_NOMONSTERS, player);
119 print("'safe' teleport location is not safe!\n");
120 // FAIL TODO why does this happen?
124 tracebox(safe, player.mins - '1 1 1', player.maxs + '1 1 1', to, MOVE_NOMONSTERS, player);
126 error("trace_endpos in solid!");
129 // ang_x stuff works around weird quake angles
130 if(player.classname == "player")
132 ang = player.v_angle;
134 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
135 ang = Portal_Transform_Multiply(transform, ang);
138 // PLAYERS use different math
141 //print("reference: ", vtos(Portal_Transform_Multiply(transform, ang)), "\n");
143 fixedmakevectors(ang);
144 old_forward = v_forward;
146 fixedmakevectors(ang_y * '0 1 0');
147 old_yawforward = v_forward;
149 // their aiming directions are portalled...
150 new_forward = Portal_Transform_Apply(transform, old_forward);
151 new_up = Portal_Transform_Apply(transform, old_up);
152 new_yawforward = Portal_Transform_Apply(transform, old_yawforward);
154 // but now find a new sense of direction
156 // assume new_forward points straight up.
159 // new_up could now point forward OR backward... which direction to choose?
161 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
163 // new_yawforward and new_yawup define the new aiming half-circle
164 // we "just" need to find out whether new_up or -new_up is in that half circle
165 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
166 if(new_up * new_yawforward < 0)
167 new_up = -1 * new_up;
168 ang_y = vectoyaw(new_up); // this vector is the yaw we want
169 //print("UP/DOWN path: ", vtos(ang), "\n");
173 // good angles; here, "forward" suffices
174 ang = fixedvectoangles(new_forward);
175 //print("GOOD path: ", vtos(ang), "\n");
178 ang_z = player.angles_z;
184 ang = Portal_Transform_Multiply(transform, player.angles);
188 // factor -1 allows chaining portals, but may be weird
189 player.right_vector = -1 * Portal_Transform_Apply(transform, player.right_vector);
191 if(player.flagcarried)
192 DropFlag(player.flagcarried);
193 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax);
195 // reset fade counter
196 teleporter.portal_wants_to_vanish = 0;
197 teleporter.fade_time = time + 15;
198 teleporter.enemy.health = 300;
203 float Portal_FindSafeOrigin(entity portal)
207 portal.mins = PL_MIN - '8 8 8';
208 portal.maxs = PL_MAX + '8 8 8';
209 fixedmakevectors(portal.angles);
210 portal.origin += 16 * v_forward;
211 if(!move_out_of_solid(portal))
214 print("NO SAFE ORIGIN\n");
218 portal.portal_safe_origin = portal.origin;
219 setorigin(portal, o);
225 // portal is being removed?
226 if(self.solid != SOLID_TRIGGER)
227 return; // possibly engine bug
231 error("Portal_Touch called for a broken portal\n");
234 if(trace_fraction < 1)
235 return; // only handle TouchAreaGrid ones (only these can teleport)
236 // for some unknown reason, this also gets collisions from SV_Impact sometimes
239 objerror("Portal_Touch called for [unconnected] portal\n");
242 if(other.classname == "porto")
244 if(other.portal_id == self.portal_id)
247 if(time < self.portal_activatetime)
248 if(other == self.owner)
250 self.portal_activatetime = time + 0.1;
253 if(other != self.owner)
254 if(other.classname == "player")
255 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
256 return; // cannot go through someone else's portal
257 if(other.owner != self.owner)
258 if(other.owner.classname == "player")
259 if(IS_INDEPENDENT_PLAYER(other.owner) || IS_INDEPENDENT_PLAYER(self.owner))
260 return; // cannot go through someone else's portal
261 fixedmakevectors(self.angles);
262 if((other.origin - self.origin) * v_forward < 0)
264 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
265 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
267 // can't teleport this
271 if(Portal_TeleportPlayer(self, other))
272 if(other.classname == "porto")
273 if(other.effects & EF_RED)
274 other.effects += EF_BLUE - EF_RED;
278 void Portal_MakeBrokenPortal(entity portal)
280 portal.solid = SOLID_NOT;
281 portal.touch = SUB_Null;
282 portal.think = SUB_Null;
284 //portal.colormod = '1 1 1';
285 portal.nextthink = 0;
286 portal.takedamage = DAMAGE_NO;
289 void Portal_MakeWaitingPortal(entity portal)
291 portal.solid = SOLID_NOT;
292 portal.touch = SUB_Null;
293 portal.think = SUB_Null;
294 portal.effects = EF_ADDITIVE;
295 portal.colormod = '1 1 1';
296 portal.nextthink = 0;
297 portal.takedamage = DAMAGE_YES;
300 void Portal_MakeInPortal(entity portal)
302 portal.solid = SOLID_TRIGGER;
303 portal.touch = Portal_Touch;
304 portal.think = Portal_Think;
305 portal.effects = EF_RED;
306 portal.colormod = '1 0 0';
307 portal.nextthink = time;
308 portal.takedamage = DAMAGE_NO;
311 void Portal_MakeOutPortal(entity portal)
313 portal.solid = SOLID_NOT;
314 portal.touch = SUB_Null;
315 portal.think = SUB_Null;
316 portal.effects = EF_STARDUST | EF_BLUE;
317 portal.colormod = '0 0 1';
318 portal.nextthink = 0;
319 portal.takedamage = DAMAGE_YES;
322 void Portal_Disconnect(entity teleporter, entity destination)
324 teleporter.enemy = world;
325 destination.enemy = world;
326 Portal_MakeBrokenPortal(teleporter);
327 Portal_MakeBrokenPortal(destination);
330 void Portal_Connect(entity teleporter, entity destination)
332 teleporter.portal_transform = Portal_Transform_Divide(Portal_Transform_TurnDirection(destination.angles), teleporter.angles);
336 // let's verify the transform
337 vector in_f, in_r, in_u;
338 vector out_f, out_r, out_u;
339 fixedmakevectors(teleporter.angles);
343 print("teleporter: ", vtos(in_f), " ", vtos(in_r), " ", vtos(in_u), "\n");
344 fixedmakevectors(destination.angles);
348 print("dest: ", vtos(out_f), " ", vtos(out_r), " ", vtos(out_u), "\n");
349 // INTENDED TRANSFORM:
353 print("FORWARD: ", vtos(in_f), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_f)), ", should be", vtos(-1 * out_f), "\n");
354 print("RIGHT: ", vtos(in_r), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_r)), ", should be", vtos(-1 * out_r), "\n");
355 print("UP: ", vtos(in_u), " -> ", vtos(Portal_Transform_Apply(teleporter.portal_transform, in_u)), ", should be", vtos(out_u), "\n");
357 te_lightning3(world, teleporter.origin, teleporter.origin + in_r * 1000);
358 te_lightning3(world, destination.origin, destination.origin + out_r * 1000);
362 teleporter.enemy = destination;
363 destination.enemy = teleporter;
364 Portal_MakeInPortal(teleporter);
365 Portal_MakeOutPortal(destination);
366 teleporter.fade_time = time + 15;
367 destination.fade_time = time + 15;
368 teleporter.portal_wants_to_vanish = 0;
369 destination.portal_wants_to_vanish = 0;
372 void Portal_Remove(entity portal, float killed)
379 Portal_Disconnect(portal, e);
380 Portal_Remove(e, killed);
383 if(portal == portal.owner.portal_in)
384 portal.owner.portal_in = world;
385 if(portal == portal.owner.portal_out)
386 portal.owner.portal_out = world;
387 portal.owner = world;
389 // makes the portal vanish
392 fixedmakevectors(portal.angles);
393 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
398 Portal_MakeBrokenPortal(portal);
399 SUB_SetFade(portal, time, 0.5);
403 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
405 if(deathtype == DEATH_TELEFRAG)
407 if(attacker != self.owner)
408 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.owner))
410 self.health -= damage;
413 Portal_Remove(self, 1);
421 // portal is being removed?
422 if(self.solid != SOLID_TRIGGER)
423 return; // possibly engine bug
427 error("Portal_Think called for a broken portal\n");
431 self.solid = SOLID_BBOX;
435 if(time < self.portal_activatetime)
439 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
440 continue; // cannot go through someone else's portal
441 // if e would hit the portal in a frame...
442 // already teleport him
443 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
444 if(trace_ent == self)
445 Portal_TeleportPlayer(self, e);
447 self.solid = SOLID_TRIGGER;
450 self.nextthink = time;
452 if(time > self.fade_time)
453 Portal_Remove(self, 0);
456 float Portal_Customize()
458 if(other.classname == "spectator")
460 if(other == self.owner)
462 self.modelindex = self.modelindex_lod0;
464 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.owner))
470 self.modelindex = self.modelindex_lod0;
476 // when creating in-portal:
478 // clear existing in-portal
481 // when creating out-portal:
483 // clear existing out-portal
486 // disconnect portals
487 // clear both portals
488 // after timeout of in-portal:
489 // disconnect portals
490 // clear both portals
491 // TODO: ensure only one portal shot at once
492 float Portal_SetInPortal(entity own, entity portal)
497 Portal_Disconnect(own.portal_in, own.portal_out);
498 Portal_Remove(own.portal_in, 0);
500 own.portal_in = portal;
503 own.portal_out.portal_id = portal.portal_id;
504 Portal_Connect(own.portal_in, own.portal_out);
508 float Portal_SetOutPortal(entity own, entity portal)
513 Portal_Disconnect(own.portal_in, own.portal_out);
514 Portal_Remove(own.portal_out, 0);
516 own.portal_out = portal;
519 own.portal_in.portal_id = portal.portal_id;
520 Portal_Connect(own.portal_in, own.portal_out);
524 void Portal_ClearAll(entity own)
527 Portal_Remove(own.portal_in, 0);
529 Portal_Remove(own.portal_out, 0);
531 void Portal_ClearWithID(entity own, float id)
534 if(own.portal_in.portal_id == id)
537 Portal_Disconnect(own.portal_in, own.portal_out);
538 Portal_Remove(own.portal_in, 0);
541 if(own.portal_out.portal_id == id)
544 Portal_Disconnect(own.portal_in, own.portal_out);
545 Portal_Remove(own.portal_out, 0);
549 entity Portal_Spawn(entity own, vector org, vector ang)
553 fixedmakevectors(ang);
554 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
558 portal.classname = "portal";
562 portal.think = Portal_Think;
563 portal.nextthink = 0;
564 portal.fade_time = time + 15;
565 portal.portal_activatetime = time + 0.1;
566 portal.event_damage = Portal_Damage;
568 setmodel(portal, "models/portal.md3");
569 portal.modelindex_lod0 = portal.modelindex;
570 portal.customizeentityforclient = Portal_Customize;
572 if(!Portal_FindSafeOrigin(portal))
578 setsize(portal, '-48 -48 -48', '48 48 48');
579 Portal_MakeWaitingPortal(portal);
584 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
590 if(trace_ent.movetype == MOVETYPE_WALK)
592 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
593 trace_plane_normal = '0 0 1';
594 dir = -1 * dir; // create telefrag portals the other way round
598 ang = fixedvectoangles2(trace_plane_normal, dir);
599 fixedmakevectors(ang);
601 portal = Portal_Spawn(own, org, ang);
604 if(!self.portal_out || self.portal_out.portal_id == portal_id_val)
605 Portal_ClearAll(own);
609 portal.portal_id = portal_id_val;
610 Portal_SetInPortal(own, portal);
615 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
621 if(trace_ent.movetype == MOVETYPE_WALK)
623 trace_endpos = trace_ent.origin + '0 0 1' * PL_MIN_z;
624 trace_plane_normal = '0 0 1';
625 dir = -1 * dir; // create telefrag portals the other way round
629 ang = fixedvectoangles2(trace_plane_normal, dir);
630 fixedmakevectors(ang);
632 portal = Portal_Spawn(own, org, ang);
635 if(!self.portal_in || self.portal_in.portal_id == portal_id_val)
636 Portal_ClearAll(own);
640 portal.portal_id = portal_id_val;
641 Portal_SetOutPortal(own, portal);