1 // TODO: split target_push and put it in the target folder
4 #include <common/physics/movetypes/movetypes.qh>
6 void trigger_push_use(entity this, entity actor, entity trigger)
10 this.team = actor.team;
16 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
17 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
20 trigger_push_calculatevelocity
23 org - origin of the object which is to be pushed
24 tgt - target entity (can be either a point or a model entity; if it is
25 the latter, its midpoint is used)
26 ht - jump height, measured from the higher one of org and tgt's midpoint
28 Returns: velocity for the jump
29 the global trigger_push_calculatevelocity_flighttime is set to the total
33 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
35 float grav, sdist, zdist, vs, vz, jumpheight;
38 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
40 grav = PHYS_GRAVITY(other);
41 if(PHYS_ENTGRAVITY(other))
42 grav *= PHYS_ENTGRAVITY(other);
44 zdist = torg.z - org.z;
45 sdist = vlen(torg - org - zdist * '0 0 1');
46 sdir = normalize(torg - org - zdist * '0 0 1');
48 // how high do we need to push the player?
49 jumpheight = fabs(ht);
51 jumpheight = jumpheight + zdist;
56 You will not understand the following equations anyway...
57 But here is what I did to get them.
62 z(t) = t * vz - 1/2 grav t^2
68 max(z, ti) = jumpheight
70 From these three equations, you will find the three parameters vs, vz
74 // push him so high...
75 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
77 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
83 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
84 // ALWAYS solvable because jumpheight >= zdist
86 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)
88 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)
95 // almost straight line type
96 // jump apex is before the jump
97 // we must take the larger one
98 trigger_push_calculatevelocity_flighttime = solution.y;
103 // jump apex is during the jump
104 // we must take the larger one too
105 trigger_push_calculatevelocity_flighttime = solution.y;
113 // almost straight line type
114 // jump apex is after the jump
115 // we must take the smaller one
116 trigger_push_calculatevelocity_flighttime = solution.x;
121 // jump apex is during the jump
122 // we must take the larger one
123 trigger_push_calculatevelocity_flighttime = solution.y;
126 vs = sdist / trigger_push_calculatevelocity_flighttime;
128 // finally calculate the velocity
129 return sdir * vs + '0 0 1' * vz;
132 void trigger_push_touch(entity this, entity toucher)
134 if (this.active == ACTIVE_NOT)
137 if (!isPushable(toucher))
141 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
144 EXACTTRIGGER_TOUCH(this, toucher);
148 toucher.velocity = trigger_push_calculatevelocity(toucher.origin, this.enemy, this.height);
150 else if(this.target && this.target != "")
153 RandomSelection_Init();
154 for(e = NULL; (e = find(e, targetname, this.target)); )
157 RandomSelection_Add(e, 0, string_null, e.cnt, 1);
159 RandomSelection_Add(e, 0, string_null, 1, 1);
161 toucher.velocity = trigger_push_calculatevelocity(toucher.origin, RandomSelection_chosen_ent, this.height);
165 toucher.velocity = this.movedir;
168 UNSET_ONGROUND(toucher);
171 if (toucher.flags & FL_PROJECTILE)
173 toucher.angles = vectoangles (toucher.velocity);
174 switch(toucher.move_movetype)
177 set_movetype(toucher, MOVETYPE_TOSS);
180 case MOVETYPE_BOUNCEMISSILE:
181 set_movetype(toucher, MOVETYPE_BOUNCE);
189 if (IS_PLAYER(toucher))
191 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
192 toucher.oldvelocity = toucher.velocity;
194 if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
196 // flash when activated
197 Send_Effect(EFFECT_JUMPPAD, toucher.origin, toucher.velocity, 1);
198 _sound (toucher, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
199 this.pushltime = time + 0.2;
201 if(IS_REAL_CLIENT(toucher) || IS_BOT_CLIENT(toucher))
204 for(int i = 0; i < toucher.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
205 if(toucher.(jumppadsused[i]) == this)
209 toucher.(jumppadsused[toucher.jumppadcount % NUM_JUMPPADSUSED]) = this;
210 toucher.jumppadcount = toucher.jumppadcount + 1;
213 if(IS_REAL_CLIENT(toucher))
216 centerprint(toucher, this.message);
219 toucher.lastteleporttime = time;
221 if (!IS_DEAD(toucher))
222 animdecide_setaction(toucher, ANIMACTION_JUMP, true);
225 toucher.jumppadcount = true;
227 // reset tracking of who pushed you into a hazard (for kill credit)
228 toucher.pushltime = 0;
229 toucher.istypefrag = 0;
232 if(this.enemy.target)
233 SUB_UseTargets(this.enemy, toucher, toucher); // TODO: do we need toucher as trigger too?
235 if (toucher.flags & FL_PROJECTILE)
237 toucher.angles = vectoangles (toucher.velocity);
238 toucher.com_phys_gravity_factor = 1;
239 switch(toucher.move_movetype)
242 set_movetype(toucher, MOVETYPE_TOSS);
245 case MOVETYPE_BOUNCEMISSILE:
246 set_movetype(toucher, MOVETYPE_BOUNCE);
250 UpdateCSQCProjectile(toucher);
253 /*if (toucher.flags & FL_ITEM)
256 toucher.SendFlags |= ISF_DROP;
259 if (this.spawnflags & PUSH_ONCE)
261 settouch(this, func_null);
262 setthink(this, SUB_Remove);
263 this.nextthink = time;
269 void trigger_push_link(entity this);
270 void trigger_push_updatelink(entity this);
272 void trigger_push_findtarget(entity this)
277 // first calculate a typical start point for the jump
278 org = (this.absmin + this.absmax) * 0.5;
279 org_z = this.absmax.z - STAT(PL_MIN, NULL).z;
284 for(t = NULL; (t = find(t, targetname, this.target)); )
290 setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
291 e.velocity = trigger_push_calculatevelocity(org, t, this.height);
293 if(e.move_movetype == MOVETYPE_NONE)
294 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
303 objerror (this, "Jumppad with nonexistant target");
309 // exactly one dest - bots love that
310 this.enemy = find(NULL, targetname, this.target);
314 // have to use random selection every single time
323 setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
324 e.velocity = this.movedir;
326 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
330 trigger_push_link(this);
331 defer(this, 0.1, trigger_push_updatelink);
336 float trigger_push_send(entity this, entity to, float sf)
338 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
340 WriteByte(MSG_ENTITY, this.team);
341 WriteInt24_t(MSG_ENTITY, this.spawnflags);
342 WriteByte(MSG_ENTITY, this.active);
343 WriteCoord(MSG_ENTITY, this.height);
345 WriteCoord(MSG_ENTITY, this.movedir_x);
346 WriteCoord(MSG_ENTITY, this.movedir_y);
347 WriteCoord(MSG_ENTITY, this.movedir_z);
349 trigger_common_write(this, true);
354 void trigger_push_updatelink(entity this)
359 void trigger_push_link(entity this)
361 trigger_link(this, trigger_push_send);
367 * target: target of jump
368 * height: the absolute value is the height of the highest point of the jump
369 * trajectory above the higher one of the player and the target.
370 * the sign indicates whether the highest point is INSIDE (positive)
371 * or OUTSIDE (negative) of the jump trajectory. General rule: use
372 * positive values for targets mounted on the floor, and use negative
373 * values to target a point on the ceiling.
374 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
376 spawnfunc(trigger_push)
382 this.active = ACTIVE_ACTIVE;
383 this.use = trigger_push_use;
384 settouch(this, trigger_push_touch);
389 this.movedir = this.movedir * this.speed * 10;
392 this.noise = "misc/jumppad.wav";
393 precache_sound (this.noise);
395 // this must be called to spawn the teleport waypoints for bots
396 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
400 bool target_push_send(entity this, entity to, float sf)
402 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
404 WriteByte(MSG_ENTITY, this.cnt);
405 WriteString(MSG_ENTITY, this.targetname);
406 WriteCoord(MSG_ENTITY, this.origin_x);
407 WriteCoord(MSG_ENTITY, this.origin_y);
408 WriteCoord(MSG_ENTITY, this.origin_z);
410 WriteAngle(MSG_ENTITY, this.angles_x);
411 WriteAngle(MSG_ENTITY, this.angles_y);
412 WriteAngle(MSG_ENTITY, this.angles_z);
417 void target_push_link(entity this)
419 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
420 Net_LinkEntity(this, false, 0, target_push_send);
421 //this.SendFlags |= 1; // update
424 void target_push_init(entity this)
426 this.mangle = this.angles;
427 setorigin(this, this.origin);
428 target_push_link(this);
431 spawnfunc(target_push) { target_push_init(this); }
432 spawnfunc(info_notnull) { target_push_init(this); }
433 spawnfunc(target_position) { target_push_init(this); }
437 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
439 this.classname = "jumppad";
440 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
441 this.spawnflags = ReadInt24_t();
442 this.active = ReadByte();
443 this.height = ReadCoord();
445 this.movedir_x = ReadCoord();
446 this.movedir_y = ReadCoord();
447 this.movedir_z = ReadCoord();
449 trigger_common_read(this, true);
451 this.entremove = trigger_remove_generic;
452 this.solid = SOLID_TRIGGER;
453 settouch(this, trigger_push_touch);
454 this.move_time = time;
455 defer(this, 0.25, trigger_push_findtarget);
460 void target_push_remove(entity this)
463 strunzone(this.classname);
464 this.classname = string_null;
467 strunzone(this.targetname);
468 this.targetname = string_null;
471 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
473 this.classname = "push_target";
474 this.cnt = ReadByte();
475 this.targetname = strzone(ReadString());
476 this.origin_x = ReadCoord();
477 this.origin_y = ReadCoord();
478 this.origin_z = ReadCoord();
480 this.angles_x = ReadAngle();
481 this.angles_y = ReadAngle();
482 this.angles_z = ReadAngle();
486 setorigin(this, this.origin);
488 this.drawmask = MASK_NORMAL;
489 this.entremove = target_push_remove;