1 // TODO: split target_push and put it in the target folder
5 void trigger_push_use()
9 self.team = activator.team;
15 float trigger_push_calculatevelocity_flighttime;
18 trigger_push_calculatevelocity
21 org - origin of the object which is to be pushed
22 tgt - target entity (can be either a point or a model entity; if it is
23 the latter, its midpoint is used)
24 ht - jump height, measured from the higher one of org and tgt's midpoint
26 Returns: velocity for the jump
27 the global trigger_push_calculatevelocity_flighttime is set to the total
31 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
33 float grav, sdist, zdist, vs, vz, jumpheight;
36 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
39 if(PHYS_ENTGRAVITY(other))
40 grav *= PHYS_ENTGRAVITY(other);
42 zdist = torg_z - org_z;
43 sdist = vlen(torg - org - zdist * '0 0 1');
44 sdir = normalize(torg - org - zdist * '0 0 1');
46 // how high do we need to push the player?
47 jumpheight = fabs(ht);
49 jumpheight = jumpheight + zdist;
54 You will not understand the following equations anyway...
55 But here is what I did to get them.
60 z(t) = t * vz - 1/2 grav t^2
66 max(z, ti) = jumpheight
68 From these three equations, you will find the three parameters vs, vz
72 // push him so high...
73 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
75 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
81 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
82 // ALWAYS solvable because jumpheight >= zdist
84 solution_y = solution_x; // just in case it is not solvable due to roundoff errors, assume two equal solutions at their center (this is mainly for the usual case with ht == 0)
86 solution_x = solution_y; // solution_x is 0 in this case, so don't use it, but rather use solution_y (which will be sqrt(0.5 * jumpheight / grav), actually)
93 // almost straight line type
94 // jump apex is before the jump
95 // we must take the larger one
96 trigger_push_calculatevelocity_flighttime = solution_y;
101 // jump apex is during the jump
102 // we must take the larger one too
103 trigger_push_calculatevelocity_flighttime = solution_y;
111 // almost straight line type
112 // jump apex is after the jump
113 // we must take the smaller one
114 trigger_push_calculatevelocity_flighttime = solution_x;
119 // jump apex is during the jump
120 // we must take the larger one
121 trigger_push_calculatevelocity_flighttime = solution_y;
124 vs = sdist / trigger_push_calculatevelocity_flighttime;
126 // finally calculate the velocity
127 return sdir * vs + '0 0 1' * vz;
130 void trigger_push_touch()
132 if (self.active == ACTIVE_NOT)
136 if (!isPushable(other))
141 if(((self.spawnflags & 4) == 0) == (DIFF_TEAM(self, other)))
148 other.velocity = trigger_push_calculatevelocity(other.origin, self.enemy, self.height);
153 RandomSelection_Init();
154 for(e = world; (e = find(e, targetname, self.target)); )
157 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
159 RandomSelection_Add(e, 0, string_null, 1, 1);
161 other.velocity = trigger_push_calculatevelocity(other.origin, RandomSelection_chosen_ent, self.height);
165 other.velocity = self.movedir;
168 UNSET_ONGROUND(other);
171 if (IS_PLAYER(other))
173 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
174 other.oldvelocity = other.velocity;
176 if(self.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
178 // flash when activated
179 pointparticles(particleeffectnum("jumppad_activate"), other.origin, other.velocity, 1);
180 sound (other, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
181 self.pushltime = time + 0.2;
184 if(IS_REAL_CLIENT(other) || IS_BOT_CLIENT(other))
189 for(i = 0; i < other.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
190 if(other.(jumppadsused[i]) == self)
194 other.(jumppadsused[other.jumppadcount % NUM_JUMPPADSUSED]) = self;
195 other.jumppadcount = other.jumppadcount + 1;
198 if(IS_REAL_CLIENT(other))
201 centerprint(other, self.message);
204 other.lastteleporttime = time;
206 if (other.deadflag == DEAD_NO)
207 animdecide_setaction(other, ANIMACTION_JUMP, TRUE);
210 other.jumppadcount = TRUE;
212 // reset tracking of who pushed you into a hazard (for kill credit)
214 other.istypefrag = 0;
217 if(self.enemy.target)
227 if (other.flags & FL_PROJECTILE)
229 other.angles = vectoangles (other.velocity);
230 switch(other.movetype)
233 other.movetype = MOVETYPE_TOSS;
236 case MOVETYPE_BOUNCEMISSILE:
237 other.movetype = MOVETYPE_BOUNCE;
241 UpdateCSQCProjectile(other);
244 if (self.spawnflags & PUSH_ONCE)
246 self.touch = func_null;
247 self.think = SUB_Remove;
248 self.nextthink = time;
254 void trigger_push_link();
255 void trigger_push_updatelink();
257 void trigger_push_findtarget()
262 // first calculate a typical start point for the jump
263 org = (self.absmin + self.absmax) * 0.5;
264 org_z = self.absmax_z - PL_MIN_z;
269 for(t = world; (t = find(t, targetname, self.target)); )
275 setsize(e, PL_MIN, PL_MAX);
276 e.velocity = trigger_push_calculatevelocity(org, t, self.height);
278 if(e.movetype == MOVETYPE_NONE)
279 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
288 objerror ("Jumppad with nonexistant target");
294 // exactly one dest - bots love that
295 self.enemy = find(world, targetname, self.target);
299 // have to use random selection every single time
308 setsize(e, PL_MIN, PL_MAX);
309 e.velocity = self.movedir;
311 waypoint_spawnforteleporter(self, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
316 defer(0.1, trigger_push_updatelink);
321 float trigger_push_send(entity to, float sf)
323 WriteByte(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
324 WriteByte(MSG_ENTITY, sf);
328 WriteString(MSG_ENTITY, self.target);
329 WriteByte(MSG_ENTITY, self.team);
330 WriteInt24_t(MSG_ENTITY, self.spawnflags);
331 WriteByte(MSG_ENTITY, self.active);
332 WriteByte(MSG_ENTITY, self.warpzone_isboxy);
333 WriteByte(MSG_ENTITY, self.height);
334 WriteByte(MSG_ENTITY, self.scale);
335 WriteCoord(MSG_ENTITY, self.origin_x);
336 WriteCoord(MSG_ENTITY, self.origin_y);
337 WriteCoord(MSG_ENTITY, self.origin_z);
339 WriteCoord(MSG_ENTITY, self.mins_x);
340 WriteCoord(MSG_ENTITY, self.mins_y);
341 WriteCoord(MSG_ENTITY, self.mins_z);
342 WriteCoord(MSG_ENTITY, self.maxs_x);
343 WriteCoord(MSG_ENTITY, self.maxs_y);
344 WriteCoord(MSG_ENTITY, self.maxs_z);
346 WriteCoord(MSG_ENTITY, self.movedir_x);
347 WriteCoord(MSG_ENTITY, self.movedir_y);
348 WriteCoord(MSG_ENTITY, self.movedir_z);
350 WriteCoord(MSG_ENTITY, self.angles_x);
351 WriteCoord(MSG_ENTITY, self.angles_y);
352 WriteCoord(MSG_ENTITY, self.angles_z);
357 WriteByte(MSG_ENTITY, self.team);
358 WriteByte(MSG_ENTITY, self.active);
364 void trigger_push_updatelink()
369 void trigger_push_link()
371 Net_LinkEntity(self, FALSE, 0, trigger_push_send);
378 * target: target of jump
379 * height: the absolute value is the height of the highest point of the jump
380 * trajectory above the higher one of the player and the target.
381 * the sign indicates whether the highest point is INSIDE (positive)
382 * or OUTSIDE (negative) of the jump trajectory. General rule: use
383 * positive values for targets mounted on the floor, and use negative
384 * values to target a point on the ceiling.
385 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
387 void spawnfunc_trigger_push()
393 self.active = ACTIVE_ACTIVE;
394 self.use = trigger_push_use;
395 self.touch = trigger_push_touch;
400 self.movedir = self.movedir * self.speed * 10;
403 self.noise = "misc/jumppad.wav";
404 precache_sound (self.noise);
406 // this must be called to spawn the teleport waypoints for bots
407 InitializeEntity(self, trigger_push_findtarget, INITPRIO_FINDTARGET);
411 float target_push_send(entity to, float sf)
413 WriteByte(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
415 WriteByte(MSG_ENTITY, self.cnt);
416 WriteString(MSG_ENTITY, self.targetname);
417 WriteCoord(MSG_ENTITY, self.origin_x);
418 WriteCoord(MSG_ENTITY, self.origin_y);
419 WriteCoord(MSG_ENTITY, self.origin_z);
424 void target_push_link()
426 Net_LinkEntity(self, FALSE, 0, target_push_send);
427 self.SendFlags |= 1; // update
430 void spawnfunc_target_push() { target_push_link(); }
431 void spawnfunc_info_notnull() { target_push_link(); }
432 void spawnfunc_target_position() { target_push_link(); }
437 void ent_trigger_push()
439 float sf = ReadByte();
443 self.classname = "jumppad";
444 self.target = strzone(ReadString());
445 float mytm = ReadByte(); if(mytm) { self.team = mytm - 1; }
446 self.spawnflags = ReadInt24_t();
447 self.active = ReadByte();
448 self.warpzone_isboxy = ReadByte();
449 self.height = ReadByte();
450 self.scale = ReadByte();
451 self.origin_x = ReadCoord();
452 self.origin_y = ReadCoord();
453 self.origin_z = ReadCoord();
454 setorigin(self, self.origin);
455 self.mins_x = ReadCoord();
456 self.mins_y = ReadCoord();
457 self.mins_z = ReadCoord();
458 self.maxs_x = ReadCoord();
459 self.maxs_y = ReadCoord();
460 self.maxs_z = ReadCoord();
461 setsize(self, self.mins, self.maxs);
462 self.movedir_x = ReadCoord();
463 self.movedir_y = ReadCoord();
464 self.movedir_z = ReadCoord();
465 self.angles_x = ReadCoord();
466 self.angles_y = ReadCoord();
467 self.angles_z = ReadCoord();
469 self.solid = SOLID_TRIGGER;
470 self.draw = trigger_draw_generic;
471 self.trigger_touch = trigger_push_touch;
472 self.drawmask = MASK_ENGINE;
473 self.move_time = time;
474 trigger_push_findtarget();
479 self.team = ReadByte();
480 self.active = ReadByte();
484 void ent_target_push()
486 self.classname = "push_target";
487 self.cnt = ReadByte();
488 self.targetname = strzone(ReadString());
489 self.origin_x = ReadCoord();
490 self.origin_y = ReadCoord();
491 self.origin_z = ReadCoord();
492 setorigin(self, self.origin);
494 self.drawmask = MASK_ENGINE;