1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
4 void WarpZone_StoreProjectileData(entity e)
6 e.warpzone_oldorigin = e.origin;
7 e.warpzone_oldvelocity = e.velocity;
8 e.warpzone_oldangles = e.angles;
11 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
15 makevectors (to_angles);
18 setorigin (player, to);
19 player.oldorigin = to; // for DP's unsticking
20 player.angles = to_angles;
21 player.fixangle = TRUE;
22 player.velocity = to_velocity;
24 if(player.effects & EF_TELEPORT_BIT)
25 player.effects &~= EF_TELEPORT_BIT;
27 player.effects |= EF_TELEPORT_BIT;
29 if(player.classname == "player")
30 player.flags &~= FL_ONGROUND;
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleport(entity player)
37 vector o0, a0, v0, o1, a1, v1;
39 o0 = player.origin + player.view_ofs;
43 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
45 // no failure, we simply don't want to teleport yet; TODO in
46 // this situation we may want to create a temporary clone
47 // entity of the player to fix graphics glitch
49 o1 = WarpZone_TransformOrigin(self, o0);
50 v1 = WarpZone_TransformVelocity(self, v0);
51 if(player.classname == "player")
52 a1 = WarpZone_TransformVAngles(self, player.v_angle);
54 a1 = WarpZone_TransformAngles(self, a0);
56 // put him inside solid
57 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
63 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
64 setorigin(player, o1);
65 if(WarpZoneLib_MoveOutOfSolid(player))
68 setsize(player, mi, ma);
69 setorigin(player, o0);
73 print("would have to put player in solid, won't do that\n");
74 setsize(player, mi, ma);
75 setorigin(player, o0 - player.view_ofs);
76 return 0; // cannot fix
80 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
82 print("inconsistent warp zones or evil roundoff error\n");
86 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
89 WarpZone_RefSys_Add(player, self);
90 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
91 WarpZone_StoreProjectileData(player);
92 player.warpzone_teleport_time = time;
97 void WarpZone_Touch (void)
101 if(other.classname == "trigger_warpzone")
104 // FIXME needs a better check to know what is safe to teleport and what not
105 if(other.movetype == MOVETYPE_NONE)
108 if(WarpZoneLib_ExactTrigger_Touch())
112 if(WarpZone_Teleport(other))
114 if(self.aiment.target)
125 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
129 float WarpZone_Send(entity to, float sendflags)
131 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
133 // we need THESE to render the warpzone (and cull properly)...
134 WriteCoord(MSG_ENTITY, self.origin_x);
135 WriteCoord(MSG_ENTITY, self.origin_y);
136 WriteCoord(MSG_ENTITY, self.origin_z);
138 WriteShort(MSG_ENTITY, self.modelindex);
139 WriteCoord(MSG_ENTITY, self.mins_x);
140 WriteCoord(MSG_ENTITY, self.mins_y);
141 WriteCoord(MSG_ENTITY, self.mins_z);
142 WriteCoord(MSG_ENTITY, self.maxs_x);
143 WriteCoord(MSG_ENTITY, self.maxs_y);
144 WriteCoord(MSG_ENTITY, self.maxs_z);
145 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
147 // we need THESE to calculate the proper transform
148 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
149 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
150 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
151 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
152 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
153 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
154 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
155 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
156 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
157 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
158 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
159 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
164 float WarpZone_Camera_Send(entity to, float sendflags)
166 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
168 // we need THESE to render the warpzone (and cull properly)...
169 WriteCoord(MSG_ENTITY, self.origin_x);
170 WriteCoord(MSG_ENTITY, self.origin_y);
171 WriteCoord(MSG_ENTITY, self.origin_z);
173 WriteShort(MSG_ENTITY, self.modelindex);
174 WriteCoord(MSG_ENTITY, self.mins_x);
175 WriteCoord(MSG_ENTITY, self.mins_y);
176 WriteCoord(MSG_ENTITY, self.mins_z);
177 WriteCoord(MSG_ENTITY, self.maxs_x);
178 WriteCoord(MSG_ENTITY, self.maxs_y);
179 WriteCoord(MSG_ENTITY, self.maxs_z);
180 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
182 // we need THESE to calculate the proper transform
183 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
184 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
185 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
186 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
187 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
188 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
193 float WarpZone_CheckProjectileImpact()
195 // if self hit a warpzone, abort
199 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
206 // this approach transports the projectile at its full speed, but does
207 // not properly retain the projectile trail (but we can't retain it
208 // easily anyway without delaying the projectile by two frames, so who
210 WarpZone_TraceBox_ThroughZone(self.warpzone_oldorigin, self.mins, self.maxs, self.warpzone_oldorigin + self.warpzone_oldvelocity * frametime, MOVE_NORMAL, self, wz, WarpZone_trace_callback_t_null); // this will get us through the warpzone
211 setorigin(self, trace_endpos);
212 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
213 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.velocity);
215 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
216 mpd = max(vlen(self.mins), vlen(self.maxs));
217 pd = WarpZone_TargetPlaneDist(wz, self.origin);
220 dpd = normalize(self.velocity) * self.warpzone_targetforward;
221 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
222 if(!WarpZoneLib_MoveOutOfSolid(self))
230 WarpZone_RefSys_Add(self, wz);
231 WarpZone_StoreProjectileData(self);
232 self.warpzone_teleport_time = time;
236 float WarpZone_Projectile_Touch()
238 if(other.classname == "trigger_warpzone")
240 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
242 if(WarpZone_CheckProjectileImpact())
244 if(self.warpzone_teleport_time == time) // already got teleported this frame? no collision then please
246 setorigin(self, self.warpzone_oldorigin);
247 self.velocity = self.warpzone_oldvelocity;
248 self.angles = self.warpzone_oldangles;
255 void WarpZone_InitStep_FindOriginTarget()
257 if(self.killtarget != "")
259 self.aiment = find(world, targetname, self.killtarget);
260 if(self.aiment == world)
262 error("Warp zone with nonexisting killtarget");
268 void WarpZonePosition_InitStep_FindTarget()
270 if(self.target == "")
272 error("Warp zone position with no target");
275 self.enemy = find(world, targetname, self.target);
276 if(self.enemy == world)
278 error("Warp zone position with nonexisting target");
281 if(self.enemy.aiment)
283 // already is positioned
284 error("Warp zone position targeting already oriented warpzone");
287 self.enemy.aiment = self;
290 void WarpZoneCamera_InitStep_FindTarget()
292 if(self.target == "")
294 error("Camera with no target");
297 self.enemy = find(world, targetname, self.target);
298 if(self.enemy == world)
300 error("Camera with nonexisting target");
303 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
306 void WarpZone_InitStep_UpdateTransform()
308 vector org, ang, norm, point;
310 vector tri, a, b, c, p, q, n;
316 org = 0.5 * (self.mins + self.maxs);
318 norm = point = '0 0 0';
320 for(i_s = 0; ; ++i_s)
322 tex = getsurfacetexture(self, i_s);
324 break; // this is beyond the last one
325 if(tex == "textures/common/trigger")
327 n_t = getsurfacenumtriangles(self, i_s);
328 for(i_t = 0; i_t < n_t; ++i_t)
330 tri = getsurfacetriangle(self, i_s, i_t);
331 a = getsurfacepoint(self, i_s, tri_x);
332 b = getsurfacepoint(self, i_s, tri_y);
333 c = getsurfacepoint(self, i_s, tri_z);
336 n = '1 0 0' * (q_y * p_z - q_z * p_y)
337 + '0 1 0' * (q_z * p_x - q_x * p_z)
338 + '0 0 1' * (q_x * p_y - q_y * p_x);
339 area = area + vlen(n);
341 point = point + vlen(n) * (a + b + c);
346 norm = norm * (1 / area);
347 point = point * (1 / (3 * area));
348 if(vlen(norm) < 0.99)
350 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
351 area = 0; // no autofixing in this case
353 norm = normalize(norm);
358 org = self.aiment.origin;
359 ang = self.aiment.angles;
362 org = org - ((org - point) * norm) * norm; // project to plane
364 if(norm * v_forward < 0)
366 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
369 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
371 if(norm * v_forward < 0.99)
372 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
373 if(vlen(org - self.aiment.origin) > 0.5)
374 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
380 ang = vectoangles(norm);
384 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
386 self.warpzone_origin = org;
387 self.warpzone_angles = ang;
390 void WarpZone_InitStep_ClearTarget()
393 self.enemy.enemy = world;
397 entity warpzone_first; .entity warpzone_next;
398 void WarpZone_InitStep_FindTarget()
406 // this way only one of the two ents needs to target
407 if(self.target != "")
409 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
412 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
414 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
415 if(random() * ++i < 1)
420 error("Warpzone with non-existing target");
428 void WarpZone_InitStep_FinalizeTransform()
430 if(!self.enemy || self.enemy.enemy != self)
432 error("Invalid warp zone detected. Killed.");
436 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
437 self.touch = WarpZone_Touch;
438 self.SendFlags = 0xFFFFFF;
441 float warpzone_initialized;
442 entity warpzone_first;
443 entity warpzone_position_first;
444 entity warpzone_camera_first;
445 .entity warpzone_next;
446 void spawnfunc_misc_warpzone_position(void)
448 // "target", "angles", "origin"
449 self.warpzone_next = warpzone_position_first;
450 warpzone_position_first = self;
452 void spawnfunc_trigger_warpzone_position(void)
454 spawnfunc_misc_warpzone_position();
456 void spawnfunc_trigger_warpzone(void)
458 // warp zone entities must have:
459 // "killtarget" pointing to a target_position with a direction arrow
460 // that points AWAY from the warp zone, and that is inside
461 // the warp zone trigger
462 // "target" pointing to an identical warp zone at another place in
463 // the map, with another killtarget to designate its
467 self.scale = self.modelscale;
472 WarpZoneLib_ExactTrigger_Init();
476 setmodel(self, m); // no precision needed
478 setorigin(self, self.origin);
480 setsize(self, self.mins * self.scale, self.maxs * self.scale);
482 setsize(self, self.mins, self.maxs);
483 self.SendEntity = WarpZone_Send;
484 self.SendFlags = 0xFFFFFF;
485 self.effects |= EF_NODEPTHTEST;
486 self.warpzone_next = warpzone_first;
487 warpzone_first = self;
489 void spawnfunc_func_camera(void)
492 self.scale = self.modelscale;
497 precache_model(self.model);
498 setmodel(self, self.model); // no precision needed
500 setorigin(self, self.origin);
502 setsize(self, self.mins * self.scale, self.maxs * self.scale);
504 setsize(self, self.mins, self.maxs);
506 self.solid = SOLID_BSP;
507 else if(self.solid < 0)
508 self.solid = SOLID_NOT;
509 self.SendEntity = WarpZone_Camera_Send;
510 self.SendFlags = 0xFFFFFF;
511 self.warpzone_next = warpzone_camera_first;
512 warpzone_camera_first = self;
514 void WarpZones_Reconnect()
518 for(self = warpzone_first; self; self = self.warpzone_next)
519 WarpZone_InitStep_ClearTarget();
520 for(self = warpzone_first; self; self = self.warpzone_next)
521 WarpZone_InitStep_FindTarget();
522 for(self = warpzone_first; self; self = self.warpzone_next)
523 WarpZone_InitStep_FinalizeTransform();
527 void WarpZone_StartFrame()
530 if(warpzone_initialized == 0)
532 warpzone_initialized = 1;
534 for(self = warpzone_first; self; self = self.warpzone_next)
535 WarpZone_InitStep_FindOriginTarget();
536 for(self = warpzone_position_first; self; self = self.warpzone_next)
537 WarpZonePosition_InitStep_FindTarget();
538 for(self = warpzone_camera_first; self; self = self.warpzone_next)
539 WarpZoneCamera_InitStep_FindTarget();
540 for(self = warpzone_first; self; self = self.warpzone_next)
541 WarpZone_InitStep_UpdateTransform();
543 WarpZones_Reconnect();
545 for(e = world; (e = nextent(e)); )
546 WarpZone_StoreProjectileData(e);
549 void trigger_warpzone_reconnect_use()
553 // NOTE: this matches for target, not targetname, but of course
554 // targetname must be set too on the other entities
555 for(self = warpzone_first; self; self = self.warpzone_next)
556 if(e.target == "" || self.target == e.target)
557 WarpZone_InitStep_ClearTarget();
558 for(self = warpzone_first; self; self = self.warpzone_next)
559 if(e.target == "" || self.target == e.target)
560 WarpZone_InitStep_FindTarget();
561 for(self = warpzone_first; self; self = self.warpzone_next)
562 if(e.target == "" || self.target == e.target || self.enemy.target == e.target)
563 WarpZone_InitStep_FinalizeTransform();
567 void spawnfunc_trigger_warpzone_reconnect()
569 self.use = trigger_warpzone_reconnect_use;
572 void spawnfunc_target_warpzone_reconnect()
574 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(