1 #define PORTALS_ARE_NOT_SOLID
3 #define SAFENUDGE '1 1 1'
4 #define SAFERNUDGE '8 8 8'
6 .vector portal_transform;
7 .vector portal_safe_origin;
8 .float portal_wants_to_vanish;
9 .float portal_activatetime;
10 .float savemodelindex;
12 float PlayerEdgeDistance(entity p, vector v)
16 if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
17 if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
18 if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
23 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
25 vector old_forward, old_up;
26 vector old_yawforward;
27 vector new_forward, new_up;
28 vector new_yawforward;
33 ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
34 ang = AnglesTransform_ApplyToVAngles(transform, ang);
37 // PLAYERS use different math
38 #ifndef POSITIVE_PITCH_IS_DOWN
42 //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
44 fixedmakevectors(ang);
45 old_forward = v_forward;
47 fixedmakevectors(ang_y * '0 1 0');
48 old_yawforward = v_forward;
50 // their aiming directions are portalled...
51 new_forward = AnglesTransform_Apply(transform, old_forward);
52 new_up = AnglesTransform_Apply(transform, old_up);
53 new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
55 // but now find a new sense of direction
57 // assume new_forward points straight up.
60 // new_up could now point forward OR backward... which direction to choose?
62 if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
64 // new_yawforward and new_yawup define the new aiming half-circle
65 // we "just" need to find out whether new_up or -new_up is in that half circle
66 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
67 if(new_up * new_yawforward < 0)
69 ang_y = vectoyaw(new_up); // this vector is the yaw we want
70 //print("UP/DOWN path: ", vtos(ang), "\n");
74 // good angles; here, "forward" suffices
75 ang = fixedvectoangles(new_forward);
76 //print("GOOD path: ", vtos(ang), "\n");
79 #ifndef POSITIVE_PITCH_IS_DOWN
87 float Portal_TeleportPlayer(entity teleporter, entity player)
89 vector from, to, safe, step, transform, ang, newvel;
90 float planeshift, s, t;
92 if not(teleporter.enemy)
94 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
98 from = teleporter.origin;
99 transform = teleporter.portal_transform;
101 to = teleporter.enemy.origin;
102 to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
103 newvel = AnglesTransform_Apply(transform, player.velocity);
104 // this now is INSIDE the plane... can't use that
107 fixedmakevectors(teleporter.enemy.mangle);
109 // first shift it ON the plane if needed
110 planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
112 if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
113 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
114 to += newvel * (planeshift / (newvel * v_forward));
117 to += v_forward * planeshift;
119 s = (to - teleporter.enemy.origin) * v_right;
120 t = (to - teleporter.enemy.origin) * v_up;
121 s = bound(-48, s, 48);
122 t = bound(-48, t, 48);
123 to = teleporter.enemy.origin
124 + ((to - teleporter.enemy.origin) * v_forward) * v_forward
128 safe = teleporter.enemy.portal_safe_origin; // a valid player origin
129 step = to + ((safe - to) * v_forward) * v_forward;
130 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
133 print("'safe' teleport location is not safe!\n");
134 // FAIL TODO why does this happen?
137 safe = trace_endpos + normalize(safe - trace_endpos) * 0;
138 tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
141 print("trace_endpos in solid, this can't be!\n");
142 // FAIL TODO why does this happen? (reported by MrBougo)
145 to = trace_endpos + normalize(safe - trace_endpos) * 0;
146 //print(vtos(to), "\n");
148 // ang_x stuff works around weird quake angles
149 if(player.classname == "player")
150 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
152 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
154 // factor -1 allows chaining portals, but may be weird
155 player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
157 entity oldself = self;
159 MUTATOR_CALLHOOK(PortalTeleport);
163 if not(teleporter.enemy)
165 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
170 TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
173 // telefrag within 1 second of portal creation = amazing
174 if(time < teleporter.teleport_time + 1)
175 AnnounceTo(player, "amazing");
178 if not(teleporter.enemy)
180 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
184 // reset fade counter
185 teleporter.portal_wants_to_vanish = 0;
186 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
187 teleporter.health = autocvar_g_balance_portal_health;
188 teleporter.enemy.health = autocvar_g_balance_portal_health;
193 float Portal_FindSafeOrigin(entity portal)
197 portal.mins = PL_MIN - SAFERNUDGE;
198 portal.maxs = PL_MAX + SAFERNUDGE;
199 fixedmakevectors(portal.mangle);
200 portal.origin += 16 * v_forward;
201 if(!move_out_of_solid(portal))
204 print("NO SAFE ORIGIN\n");
208 portal.portal_safe_origin = portal.origin;
209 setorigin(portal, o);
213 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
215 float dist, distpersec, delta;
218 dist = (eorg - porg) * pnorm;
219 dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
220 dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
221 dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
222 if(dist < -1) // other side?
224 #ifdef PORTALS_ARE_NOT_SOLID
225 distpersec = evel * pnorm;
226 if(distpersec >= 0) // going away from the portal?
228 // we don't need this check with solid portals, them being SOLID_BSP should suffice
229 delta = dist / distpersec;
230 v = eorg - evel * delta - porg;
231 v = v - pnorm * (pnorm * v);
232 return vlen(v) < psize;
242 #ifdef PORTALS_ARE_NOT_SOLID
243 // portal is being removed?
244 if(self.solid != SOLID_TRIGGER)
245 return; // possibly engine bug
247 if(other.classname == "player")
248 return; // handled by think
251 if(other.classname == "item_flag_team")
252 return; // never portal these
254 if(other.classname == "grapplinghook")
255 return; // handled by think
258 error("Portal_Touch called for a broken portal\n");
260 #ifdef PORTALS_ARE_NOT_SOLID
261 if(trace_fraction < 1)
262 return; // only handle TouchAreaGrid ones (only these can teleport)
264 if(trace_fraction >= 1)
265 return; // only handle impacts
268 if(other.classname == "porto")
270 if(other.portal_id == self.portal_id)
273 if(time < self.portal_activatetime)
274 if(other == self.aiment)
276 self.portal_activatetime = time + 0.1;
279 if(other != self.aiment)
280 if(other.classname == "player")
281 if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
282 return; // cannot go through someone else's portal
283 if(other.aiment != self.aiment)
284 if(other.aiment.classname == "player")
285 if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
286 return; // cannot go through someone else's portal
287 fixedmakevectors(self.mangle);
288 g = frametime * '0 0 -1' * autocvar_sv_gravity;
289 if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
293 if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
294 || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
296 // can't teleport this
301 if(Portal_TeleportPlayer(self, other))
302 if(other.classname == "porto")
303 if(other.effects & EF_RED)
304 other.effects += EF_BLUE - EF_RED;
308 void Portal_MakeBrokenPortal(entity portal)
311 portal.solid = SOLID_NOT;
312 portal.touch = func_null;
313 portal.think = func_null;
315 portal.nextthink = 0;
316 portal.takedamage = DAMAGE_NO;
319 void Portal_MakeWaitingPortal(entity portal)
322 portal.solid = SOLID_NOT;
323 portal.touch = func_null;
324 portal.think = func_null;
325 portal.effects = EF_ADDITIVE;
326 portal.nextthink = 0;
327 portal.takedamage = DAMAGE_YES;
330 void Portal_MakeInPortal(entity portal)
333 portal.solid = SOLID_NOT; // this is done when connecting them!
334 portal.touch = Portal_Touch;
335 portal.think = Portal_Think;
336 portal.effects = EF_RED;
337 portal.nextthink = time;
338 portal.takedamage = DAMAGE_NO;
341 void Portal_MakeOutPortal(entity portal)
344 portal.solid = SOLID_NOT;
345 portal.touch = func_null;
346 portal.think = func_null;
347 portal.effects = EF_STARDUST | EF_BLUE;
348 portal.nextthink = 0;
349 portal.takedamage = DAMAGE_YES;
352 void Portal_Disconnect(entity teleporter, entity destination)
354 teleporter.enemy = world;
355 destination.enemy = world;
356 Portal_MakeBrokenPortal(teleporter);
357 Portal_MakeBrokenPortal(destination);
360 void Portal_Connect(entity teleporter, entity destination)
362 teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
364 teleporter.enemy = destination;
365 destination.enemy = teleporter;
366 Portal_MakeInPortal(teleporter);
367 Portal_MakeOutPortal(destination);
368 teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
369 destination.fade_time = teleporter.fade_time;
370 teleporter.portal_wants_to_vanish = 0;
371 destination.portal_wants_to_vanish = 0;
372 teleporter.teleport_time = time;
373 #ifdef PORTALS_ARE_NOT_SOLID
374 teleporter.solid = SOLID_TRIGGER;
376 teleporter.solid = SOLID_BSP;
380 void Portal_Remove(entity portal, float killed)
387 Portal_Disconnect(portal, e);
388 Portal_Remove(e, killed);
391 if(portal == portal.aiment.portal_in)
392 portal.aiment.portal_in = world;
393 if(portal == portal.aiment.portal_out)
394 portal.aiment.portal_out = world;
395 //portal.aiment = world;
397 // makes the portal vanish
400 fixedmakevectors(portal.mangle);
401 sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTN_NORM);
402 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
407 Portal_MakeBrokenPortal(portal);
408 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTN_NORM);
409 SUB_SetFade(portal, time, 0.5);
413 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
415 if(deathtype == DEATH_TELEFRAG)
417 if(attacker != self.aiment)
418 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
420 self.health -= damage;
422 Portal_Remove(self, 1);
425 void Portal_Think_TryTeleportPlayer(entity e, vector g)
427 if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
430 // if e would hit the portal in a frame...
431 // already teleport him
432 tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
433 if(trace_ent == self)
434 Portal_TeleportPlayer(self, e);
442 #ifdef PORTALS_ARE_NOT_SOLID
443 // portal is being removed?
444 if(self.solid != SOLID_TRIGGER)
445 return; // possibly engine bug
448 error("Portal_Think called for a broken portal\n");
451 self.solid = SOLID_BBOX;
454 g = frametime * '0 0 -1' * autocvar_sv_gravity;
456 fixedmakevectors(self.mangle);
461 if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
462 continue; // cannot go through someone else's portal
464 if(e != o || time >= self.portal_activatetime)
465 Portal_Think_TryTeleportPlayer(e, g);
468 Portal_Think_TryTeleportPlayer(e.hook, g);
470 self.solid = SOLID_TRIGGER;
474 self.nextthink = time;
476 if(time > self.fade_time)
477 Portal_Remove(self, 0);
480 float Portal_Customize()
482 if(other.classname == "spectator")
484 if(other == self.aiment)
486 self.modelindex = self.savemodelindex;
488 else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
494 self.modelindex = self.savemodelindex;
500 // when creating in-portal:
502 // clear existing in-portal
505 // when creating out-portal:
507 // clear existing out-portal
510 // disconnect portals
511 // clear both portals
512 // after timeout of in-portal:
513 // disconnect portals
514 // clear both portals
515 // TODO: ensure only one portal shot at once
516 float Portal_SetInPortal(entity own, entity portal)
521 Portal_Disconnect(own.portal_in, own.portal_out);
522 Portal_Remove(own.portal_in, 0);
524 own.portal_in = portal;
527 own.portal_out.portal_id = portal.portal_id;
528 Portal_Connect(own.portal_in, own.portal_out);
532 float Portal_SetOutPortal(entity own, entity portal)
537 Portal_Disconnect(own.portal_in, own.portal_out);
538 Portal_Remove(own.portal_out, 0);
540 own.portal_out = portal;
543 own.portal_in.portal_id = portal.portal_id;
544 Portal_Connect(own.portal_in, own.portal_out);
548 void Portal_ClearAll_PortalsOnly(entity own)
551 Portal_Remove(own.portal_in, 0);
553 Portal_Remove(own.portal_out, 0);
555 void Portal_ClearAll(entity own)
557 Portal_ClearAll_PortalsOnly(own);
560 void Portal_RemoveLater_Think()
562 Portal_Remove(self, self.cnt);
564 void Portal_RemoveLater(entity portal, float kill)
566 Portal_MakeBrokenPortal(portal);
568 portal.think = Portal_RemoveLater_Think;
569 portal.nextthink = time;
571 void Portal_ClearAllLater_PortalsOnly(entity own)
574 Portal_RemoveLater(own.portal_in, 0);
576 Portal_RemoveLater(own.portal_out, 0);
578 void Portal_ClearAllLater(entity own)
580 Portal_ClearAllLater_PortalsOnly(own);
583 void Portal_ClearWithID(entity own, float id)
586 if(own.portal_in.portal_id == id)
589 Portal_Disconnect(own.portal_in, own.portal_out);
590 Portal_Remove(own.portal_in, 0);
593 if(own.portal_out.portal_id == id)
596 Portal_Disconnect(own.portal_in, own.portal_out);
597 Portal_Remove(own.portal_out, 0);
601 entity Portal_Spawn(entity own, vector org, vector ang)
605 fixedmakevectors(ang);
606 if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
610 portal.classname = "portal";
612 setorigin(portal, org);
615 portal.angles_x = -portal.angles_x; // is a bmodel
616 portal.think = Portal_Think;
617 portal.nextthink = 0;
618 portal.portal_activatetime = time + 0.1;
619 portal.takedamage = DAMAGE_AIM;
620 portal.event_damage = Portal_Damage;
621 portal.fade_time = time + autocvar_g_balance_portal_lifetime;
622 portal.health = autocvar_g_balance_portal_health;
623 setmodel(portal, "models/portal.md3");
624 portal.savemodelindex = portal.modelindex;
625 portal.customizeentityforclient = Portal_Customize;
627 if(!Portal_FindSafeOrigin(portal))
633 setsize(portal, '-48 -48 -48', '48 48 48');
634 Portal_MakeWaitingPortal(portal);
639 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
646 ang = fixedvectoangles2(trace_plane_normal, dir);
647 fixedmakevectors(ang);
649 portal = Portal_Spawn(own, org, ang);
653 portal.portal_id = portal_id_val;
654 Portal_SetInPortal(own, portal);
659 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
666 ang = fixedvectoangles2(trace_plane_normal, dir);
667 fixedmakevectors(ang);
669 portal = Portal_Spawn(own, org, ang);
673 portal.portal_id = portal_id_val;
674 Portal_SetOutPortal(own, portal);