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Use the constants for player hitbox size when applicable (should fix observer hitbox)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / trigger / jumppads.qc
1 #include "jumppads.qh"
2 // TODO: split target_push and put it in the target folder
3 #ifdef SVQC
4 #include "jumppads.qh"
5 #include <common/physics/movetypes/movetypes.qh>
6
7 void trigger_push_use(entity this, entity actor, entity trigger)
8 {
9         if(teamplay)
10         {
11                 this.team = actor.team;
12                 this.SendFlags |= 2;
13         }
14 }
15 #endif
16
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
19
20 /*
21         trigger_push_calculatevelocity
22
23         Arguments:
24           org - origin of the object which is to be pushed
25           tgt - target entity (can be either a point or a model entity; if it is
26                 the latter, its midpoint is used)
27           ht  - jump height, measured from the higher one of org and tgt's midpoint
28
29         Returns: velocity for the jump
30         the global trigger_push_calculatevelocity_flighttime is set to the total
31         jump time
32  */
33
34 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
35 {
36         float grav, sdist, zdist, vs, vz, jumpheight;
37         vector sdir, torg;
38
39         torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
40
41         grav = PHYS_GRAVITY(other);
42         if(PHYS_ENTGRAVITY(other))
43                 grav *= PHYS_ENTGRAVITY(other);
44
45         zdist = torg.z - org.z;
46         sdist = vlen(torg - org - zdist * '0 0 1');
47         sdir = normalize(torg - org - zdist * '0 0 1');
48
49         // how high do we need to push the player?
50         jumpheight = fabs(ht);
51         if(zdist > 0)
52                 jumpheight = jumpheight + zdist;
53
54         /*
55                 STOP.
56
57                 You will not understand the following equations anyway...
58                 But here is what I did to get them.
59
60                 I used the functions
61
62                   s(t) = t * vs
63                   z(t) = t * vz - 1/2 grav t^2
64
65                 and solved for:
66
67                   s(ti) = sdist
68                   z(ti) = zdist
69                   max(z, ti) = jumpheight
70
71                 From these three equations, you will find the three parameters vs, vz
72                 and ti.
73          */
74
75         // push him so high...
76         vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
77
78         // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
79         if(ht < 0)
80                 if(zdist < 0)
81                         vz = -vz;
82
83         vector solution;
84         solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
85         // ALWAYS solvable because jumpheight >= zdist
86         if(!solution.z)
87                 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         if(zdist == 0)
89                 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)
90
91         if(zdist < 0)
92         {
93                 // down-jump
94                 if(ht < 0)
95                 {
96                         // almost straight line type
97                         // jump apex is before the jump
98                         // we must take the larger one
99                         trigger_push_calculatevelocity_flighttime = solution.y;
100                 }
101                 else
102                 {
103                         // regular jump
104                         // jump apex is during the jump
105                         // we must take the larger one too
106                         trigger_push_calculatevelocity_flighttime = solution.y;
107                 }
108         }
109         else
110         {
111                 // up-jump
112                 if(ht < 0)
113                 {
114                         // almost straight line type
115                         // jump apex is after the jump
116                         // we must take the smaller one
117                         trigger_push_calculatevelocity_flighttime = solution.x;
118                 }
119                 else
120                 {
121                         // regular jump
122                         // jump apex is during the jump
123                         // we must take the larger one
124                         trigger_push_calculatevelocity_flighttime = solution.y;
125                 }
126         }
127         vs = sdist / trigger_push_calculatevelocity_flighttime;
128
129         // finally calculate the velocity
130         return sdir * vs + '0 0 1' * vz;
131 }
132
133 bool jumppad_push(entity this, entity targ)
134 {
135         if (!isPushable(targ))
136                 return false;
137
138         if(this.enemy)
139         {
140                 targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height);
141         }
142         else if(this.target && this.target != "")
143         {
144                 entity e;
145                 RandomSelection_Init();
146                 for(e = NULL; (e = find(e, targetname, this.target)); )
147                 {
148                         if(e.cnt)
149                                 RandomSelection_AddEnt(e, e.cnt, 1);
150                         else
151                                 RandomSelection_AddEnt(e, 1, 1);
152                 }
153                 targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height);
154         }
155         else
156         {
157                 targ.velocity = this.movedir;
158         }
159
160         UNSET_ONGROUND(targ);
161
162 #ifdef CSQC
163         if (targ.flags & FL_PROJECTILE)
164         {
165                 targ.angles = vectoangles (targ.velocity);
166                 switch(targ.move_movetype)
167                 {
168                         case MOVETYPE_FLY:
169                                 set_movetype(targ, MOVETYPE_TOSS);
170                                 targ.gravity = 1;
171                                 break;
172                         case MOVETYPE_BOUNCEMISSILE:
173                                 set_movetype(targ, MOVETYPE_BOUNCE);
174                                 targ.gravity = 1;
175                                 break;
176                 }
177         }
178 #endif
179
180 #ifdef SVQC
181         if (IS_PLAYER(targ))
182         {
183                 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
184                 targ.oldvelocity = targ.velocity;
185
186                 if(this.pushltime < time)  // prevent "snorring" sound when a player hits the jumppad more than once
187                 {
188                         // flash when activated
189                         Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
190                         _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
191                         this.pushltime = time + 0.2;
192                 }
193                 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
194                 {
195                         bool found = false;
196                         for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
197                                 if(targ.(jumppadsused[i]) == this)
198                                         found = true;
199                         if(!found)
200                         {
201                                 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
202                                 targ.jumppadcount = targ.jumppadcount + 1;
203                         }
204
205                         if(IS_REAL_CLIENT(targ))
206                         {
207                                 if(this.message)
208                                         centerprint(targ, this.message);
209                         }
210                         else
211                                 targ.lastteleporttime = time;
212
213                         if (!IS_DEAD(targ))
214                                 animdecide_setaction(targ, ANIMACTION_JUMP, true);
215                 }
216                 else
217                         targ.jumppadcount = true;
218
219                 // reset tracking of who pushed you into a hazard (for kill credit)
220                 targ.pushltime = 0;
221                 targ.istypefrag = 0;
222         }
223
224         if(this.enemy.target)
225                 SUB_UseTargets(this.enemy, targ, targ); // TODO: do we need targ as trigger too?
226
227         if (targ.flags & FL_PROJECTILE)
228         {
229                 targ.angles = vectoangles (targ.velocity);
230                 targ.com_phys_gravity_factor = 1;
231                 switch(targ.move_movetype)
232                 {
233                         case MOVETYPE_FLY:
234                                 set_movetype(targ, MOVETYPE_TOSS);
235                                 targ.gravity = 1;
236                                 break;
237                         case MOVETYPE_BOUNCEMISSILE:
238                                 set_movetype(targ, MOVETYPE_BOUNCE);
239                                 targ.gravity = 1;
240                                 break;
241                 }
242                 UpdateCSQCProjectile(targ);
243         }
244 #endif
245
246         return true;
247 }
248
249 void trigger_push_touch(entity this, entity toucher)
250 {
251         if (this.active == ACTIVE_NOT)
252                 return;
253
254         if(this.team)
255                 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
256                         return;
257
258         EXACTTRIGGER_TOUCH(this, toucher);
259
260         noref bool success = jumppad_push(this, toucher);
261
262 #ifdef SVQC
263         if (success && (this.spawnflags & PUSH_ONCE))
264         {
265                 settouch(this, func_null);
266                 setthink(this, SUB_Remove);
267                 this.nextthink = time;
268         }
269 #endif
270 }
271
272 #ifdef SVQC
273 void trigger_push_link(entity this);
274 void trigger_push_updatelink(entity this);
275 #endif
276 void trigger_push_findtarget(entity this)
277 {
278         // first calculate a typical start point for the jump
279         vector org = (this.absmin + this.absmax) * 0.5;
280         org.z = this.absmax.z - PL_MIN_CONST.z;
281
282         if (this.target)
283         {
284                 int n = 0;
285                 for(entity t = NULL; (t = find(t, targetname, this.target)); )
286                 {
287                         ++n;
288 #ifdef SVQC
289                         entity e = spawn();
290                         setorigin(e, org);
291                         setsize(e, PL_MIN_CONST, PL_MAX_CONST);
292                         e.velocity = trigger_push_calculatevelocity(org, t, this.height);
293                         tracetoss(e, e);
294                         if(e.move_movetype == MOVETYPE_NONE)
295                                 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
296                         delete(e);
297 #endif
298                 }
299
300                 if(!n)
301                 {
302                         // no dest!
303 #ifdef SVQC
304                         objerror (this, "Jumppad with nonexistant target");
305 #endif
306                         return;
307                 }
308                 else if(n == 1)
309                 {
310                         // exactly one dest - bots love that
311                         this.enemy = find(NULL, targetname, this.target);
312                 }
313                 else
314                 {
315                         // have to use random selection every single time
316                         this.enemy = NULL;
317                 }
318         }
319 #ifdef SVQC
320         else
321         {
322                 entity e = spawn();
323                 setorigin(e, org);
324                 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
325                 e.velocity = this.movedir;
326                 tracetoss(e, e);
327                 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
328                 delete(e);
329         }
330
331         defer(this, 0.1, trigger_push_updatelink);
332 #endif
333 }
334
335 #ifdef SVQC
336 float trigger_push_send(entity this, entity to, float sf)
337 {
338         WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
339
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);
344
345         WriteCoord(MSG_ENTITY, this.movedir_x);
346         WriteCoord(MSG_ENTITY, this.movedir_y);
347         WriteCoord(MSG_ENTITY, this.movedir_z);
348
349         trigger_common_write(this, true);
350
351         return true;
352 }
353
354 void trigger_push_updatelink(entity this)
355 {
356         this.SendFlags |= 1;
357 }
358
359 void trigger_push_link(entity this)
360 {
361         trigger_link(this, trigger_push_send);
362 }
363
364 /*
365  * ENTITY PARAMETERS:
366  *
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.
375  */
376 spawnfunc(trigger_push)
377 {
378         SetMovedir(this);
379
380         trigger_init(this);
381
382         this.active = ACTIVE_ACTIVE;
383         this.use = trigger_push_use;
384         settouch(this, trigger_push_touch);
385
386         // normal push setup
387         if (!this.speed)
388                 this.speed = 1000;
389         this.movedir = this.movedir * this.speed * 10;
390
391         if (!this.noise)
392                 this.noise = "misc/jumppad.wav";
393         precache_sound (this.noise);
394
395         trigger_push_link(this); // link it now
396
397         // this must be called to spawn the teleport waypoints for bots
398         InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
399 }
400
401
402 bool target_push_send(entity this, entity to, float sf)
403 {
404         WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
405
406         WriteByte(MSG_ENTITY, this.cnt);
407         WriteString(MSG_ENTITY, this.targetname);
408         WriteCoord(MSG_ENTITY, this.origin_x);
409         WriteCoord(MSG_ENTITY, this.origin_y);
410         WriteCoord(MSG_ENTITY, this.origin_z);
411
412         WriteAngle(MSG_ENTITY, this.angles_x);
413         WriteAngle(MSG_ENTITY, this.angles_y);
414         WriteAngle(MSG_ENTITY, this.angles_z);
415
416         return true;
417 }
418
419 void target_push_use(entity this, entity actor, entity trigger)
420 {
421         jumppad_push(this, actor);
422 }
423
424 void target_push_link(entity this)
425 {
426         BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
427         Net_LinkEntity(this, false, 0, target_push_send);
428         //this.SendFlags |= 1; // update
429 }
430
431 void target_push_init(entity this)
432 {
433         this.mangle = this.angles;
434         setorigin(this, this.origin);
435         target_push_link(this);
436 }
437
438 void target_push_init2(entity this)
439 {
440         if(this.target && this.target != "") // we have an old style pusher!
441         {
442                 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
443                 this.use = target_push_use;
444         }
445
446         target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
447 }
448
449 spawnfunc(target_push) { target_push_init2(this); }
450 spawnfunc(info_notnull) { target_push_init(this); }
451 spawnfunc(target_position) { target_push_init(this); }
452
453 #elif defined(CSQC)
454
455 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
456 {
457         this.classname = "jumppad";
458         int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
459         this.spawnflags = ReadInt24_t();
460         this.active = ReadByte();
461         this.height = ReadCoord();
462
463         this.movedir_x = ReadCoord();
464         this.movedir_y = ReadCoord();
465         this.movedir_z = ReadCoord();
466
467         trigger_common_read(this, true);
468
469         this.entremove = trigger_remove_generic;
470         this.solid = SOLID_TRIGGER;
471         settouch(this, trigger_push_touch);
472         this.move_time = time;
473         defer(this, 0.25, trigger_push_findtarget);
474
475         return true;
476 }
477
478 void target_push_remove(entity this)
479 {
480         if(this.classname)
481                 strunzone(this.classname);
482         this.classname = string_null;
483
484         if(this.targetname)
485                 strunzone(this.targetname);
486         this.targetname = string_null;
487 }
488
489 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
490 {
491         this.classname = "push_target";
492         this.cnt = ReadByte();
493         this.targetname = strzone(ReadString());
494         this.origin_x = ReadCoord();
495         this.origin_y = ReadCoord();
496         this.origin_z = ReadCoord();
497
498         this.angles_x = ReadAngle();
499         this.angles_y = ReadAngle();
500         this.angles_z = ReadAngle();
501
502         return = true;
503
504         setorigin(this, this.origin);
505
506         this.drawmask = MASK_NORMAL;
507         this.entremove = target_push_remove;
508 }
509 #endif