2 // TODO: split target_push and put it in the target folder
5 #include <common/physics/movetypes/movetypes.qh>
7 void trigger_push_use(entity this, entity actor, entity trigger)
11 this.team = actor.team;
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
18 REGISTER_NET_LINKED(ENT_CLIENT_TARGET_PUSH)
21 trigger_push_calculatevelocity
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
29 Returns: velocity for the jump
30 the global trigger_push_calculatevelocity_flighttime is set to the total
34 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht)
36 float grav, sdist, zdist, vs, vz, jumpheight;
39 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
41 grav = PHYS_GRAVITY(other);
42 if(PHYS_ENTGRAVITY(other))
43 grav *= PHYS_ENTGRAVITY(other);
45 zdist = torg.z - org.z;
46 sdist = vlen(torg - org - zdist * '0 0 1');
47 sdir = normalize(torg - org - zdist * '0 0 1');
49 // how high do we need to push the player?
50 jumpheight = fabs(ht);
52 jumpheight = jumpheight + zdist;
57 You will not understand the following equations anyway...
58 But here is what I did to get them.
63 z(t) = t * vz - 1/2 grav t^2
69 max(z, ti) = jumpheight
71 From these three equations, you will find the three parameters vs, vz
75 // push him so high...
76 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
78 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
84 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
85 // ALWAYS solvable because jumpheight >= zdist
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)
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)
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;
104 // jump apex is during the jump
105 // we must take the larger one too
106 trigger_push_calculatevelocity_flighttime = solution.y;
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;
122 // jump apex is during the jump
123 // we must take the larger one
124 trigger_push_calculatevelocity_flighttime = solution.y;
127 vs = sdist / trigger_push_calculatevelocity_flighttime;
129 // finally calculate the velocity
130 return sdir * vs + '0 0 1' * vz;
133 bool jumppad_push(entity this, entity targ)
135 if (!isPushable(targ))
140 targ.velocity = trigger_push_calculatevelocity(targ.origin, this.enemy, this.height);
142 else if(this.target && this.target != "")
145 RandomSelection_Init();
146 for(e = NULL; (e = find(e, targetname, this.target)); )
149 RandomSelection_AddEnt(e, e.cnt, 1);
151 RandomSelection_AddEnt(e, 1, 1);
153 targ.velocity = trigger_push_calculatevelocity(targ.origin, RandomSelection_chosen_ent, this.height);
157 targ.velocity = this.movedir;
160 UNSET_ONGROUND(targ);
163 if (targ.flags & FL_PROJECTILE)
165 targ.angles = vectoangles (targ.velocity);
166 switch(targ.move_movetype)
169 set_movetype(targ, MOVETYPE_TOSS);
172 case MOVETYPE_BOUNCEMISSILE:
173 set_movetype(targ, MOVETYPE_BOUNCE);
183 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
184 targ.oldvelocity = targ.velocity;
186 if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
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;
193 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
196 for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
197 if(targ.(jumppadsused[i]) == this)
201 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
202 targ.jumppadcount = targ.jumppadcount + 1;
205 if(IS_REAL_CLIENT(targ))
208 centerprint(targ, this.message);
211 targ.lastteleporttime = time;
214 animdecide_setaction(targ, ANIMACTION_JUMP, true);
217 targ.jumppadcount = true;
219 // reset tracking of who pushed you into a hazard (for kill credit)
224 if(this.enemy.target)
225 SUB_UseTargets(this.enemy, targ, targ); // TODO: do we need targ as trigger too?
227 if (targ.flags & FL_PROJECTILE)
229 targ.angles = vectoangles (targ.velocity);
230 targ.com_phys_gravity_factor = 1;
231 switch(targ.move_movetype)
234 set_movetype(targ, MOVETYPE_TOSS);
237 case MOVETYPE_BOUNCEMISSILE:
238 set_movetype(targ, MOVETYPE_BOUNCE);
242 UpdateCSQCProjectile(targ);
249 void trigger_push_touch(entity this, entity toucher)
251 if (this.active == ACTIVE_NOT)
255 if(((this.spawnflags & 4) == 0) == (DIFF_TEAM(this, toucher)))
258 EXACTTRIGGER_TOUCH(this, toucher);
260 noref bool success = jumppad_push(this, toucher);
263 if (success && (this.spawnflags & PUSH_ONCE))
265 settouch(this, func_null);
266 setthink(this, SUB_Remove);
267 this.nextthink = time;
273 void trigger_push_link(entity this);
274 void trigger_push_updatelink(entity this);
276 void trigger_push_findtarget(entity this)
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;
285 for(entity t = NULL; (t = find(t, targetname, this.target)); )
291 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
292 e.velocity = trigger_push_calculatevelocity(org, t, this.height);
294 if(e.move_movetype == MOVETYPE_NONE)
295 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
304 objerror (this, "Jumppad with nonexistant target");
310 // exactly one dest - bots love that
311 this.enemy = find(NULL, targetname, this.target);
315 // have to use random selection every single time
324 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
325 e.velocity = this.movedir;
327 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity));
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 trigger_push_link(this); // link it now
397 // this must be called to spawn the teleport waypoints for bots
398 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
402 bool target_push_send(entity this, entity to, float sf)
404 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
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);
412 WriteAngle(MSG_ENTITY, this.angles_x);
413 WriteAngle(MSG_ENTITY, this.angles_y);
414 WriteAngle(MSG_ENTITY, this.angles_z);
419 void target_push_use(entity this, entity actor, entity trigger)
421 jumppad_push(this, actor);
424 void target_push_link(entity this)
426 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
427 Net_LinkEntity(this, false, 0, target_push_send);
428 //this.SendFlags |= 1; // update
431 void target_push_init(entity this)
433 this.mangle = this.angles;
434 setorigin(this, this.origin);
435 target_push_link(this);
438 void target_push_init2(entity this)
440 if(this.target && this.target != "") // we have an old style pusher!
442 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
443 this.use = target_push_use;
446 target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
449 spawnfunc(target_push) { target_push_init2(this); }
450 spawnfunc(info_notnull) { target_push_init(this); }
451 spawnfunc(target_position) { target_push_init(this); }
455 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
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();
463 this.movedir_x = ReadCoord();
464 this.movedir_y = ReadCoord();
465 this.movedir_z = ReadCoord();
467 trigger_common_read(this, true);
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);
478 void target_push_remove(entity this)
481 strunzone(this.classname);
482 this.classname = string_null;
485 strunzone(this.targetname);
486 this.targetname = string_null;
489 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
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();
498 this.angles_x = ReadAngle();
499 this.angles_y = ReadAngle();
500 this.angles_z = ReadAngle();
504 setorigin(this, this.origin);
506 this.drawmask = MASK_NORMAL;
507 this.entremove = target_push_remove;