2 .vector warpzone_save_origin;
3 .vector warpzone_save_angles;
4 .vector warpzone_save_eorigin;
5 .vector warpzone_save_eangles;
8 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
9 .float warpzone_teleport_time;
10 .entity warpzone_teleport_zone;
12 void WarpZone_StoreProjectileData(entity e)
14 e.warpzone_oldorigin = e.origin;
15 e.warpzone_oldvelocity = e.velocity;
16 e.warpzone_oldangles = e.angles;
19 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
21 setorigin (player, to);
22 player.oldorigin = to; // for DP's unsticking
23 player.angles = to_angles;
24 player.fixangle = TRUE;
25 player.velocity = to_velocity;
27 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
29 if(player.classname == "player")
30 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
32 WarpZone_PostTeleportPlayer_Callback(player);
35 float WarpZone_Teleported_Send(entity to, float sf)
37 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
38 WriteCoord(MSG_ENTITY, self.angles_x);
39 WriteCoord(MSG_ENTITY, self.angles_y);
40 WriteCoord(MSG_ENTITY, self.angles_z);
44 float WarpZone_Teleport(entity player)
46 vector o0, a0, v0, o1, a1, v1;
48 o0 = player.origin + player.view_ofs;
52 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
54 // no failure, we simply don't want to teleport yet; TODO in
55 // this situation we may want to create a temporary clone
56 // entity of the player to fix graphics glitch
58 o1 = WarpZone_TransformOrigin(self, o0);
59 v1 = WarpZone_TransformVelocity(self, v0);
60 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
61 a1 = WarpZone_TransformVAngles(self, player.v_angle);
63 a1 = WarpZone_TransformAngles(self, a0);
65 // put him inside solid
66 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
72 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
73 setorigin(player, o1);
74 if(WarpZoneLib_MoveOutOfSolid(player))
77 setsize(player, mi, ma);
78 setorigin(player, o0);
82 print("would have to put player in solid, won't do that\n");
83 setsize(player, mi, ma);
84 setorigin(player, o0 - player.view_ofs);
85 return 0; // cannot fix
89 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
91 print("inconsistent warp zones or evil roundoff error\n");
95 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
98 WarpZone_RefSys_Add(player, self);
99 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
100 WarpZone_StoreProjectileData(player);
101 player.warpzone_teleport_time = time;
102 player.warpzone_teleport_zone = self;
104 #ifndef WARPZONE_USE_FIXANGLE
105 // instead of fixangle, send the transform to the client for smoother operation
106 player.fixangle = FALSE;
109 setmodel(ts, "null");
110 ts.SendEntity = WarpZone_Teleported_Send;
111 ts.SendFlags = 0xFFFFFF;
112 ts.drawonlytoclient = player;
113 ts.think = SUB_Remove;
114 ts.nextthink = time + 1;
117 ts.effects = EF_NODEPTHTEST;
118 ts.classname = "warpzone_teleported";
119 ts.angles = self.warpzone_transform;
125 void WarpZone_Touch (void)
129 if(other.classname == "trigger_warpzone")
132 // FIXME needs a better check to know what is safe to teleport and what not
133 if(other.movetype == MOVETYPE_NONE || other.movetype == MOVETYPE_FOLLOW)
136 if(WarpZoneLib_ExactTrigger_Touch())
140 if(WarpZone_Teleport(other))
145 save1 = self.target; self.target = string_null;
146 save2 = self.target3; self.target3 = string_null;
148 if not(self.target) self.target = save1;
149 if not(self.target3) self.target3 = save2;
153 save1 = self.target; self.target = string_null;
154 save2 = self.target2; self.target2 = string_null;
156 if not(self.target) self.target = save1;
157 if not(self.target2) self.target2 = save2;
162 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
166 float WarpZone_Send(entity to, float sendflags)
169 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
171 // we must send this flag for clientside to match properly too
173 if(self.warpzone_isboxy)
175 if(self.warpzone_fadestart)
177 if(self.origin != '0 0 0')
179 WriteByte(MSG_ENTITY, f);
181 // we need THESE to render the warpzone (and cull properly)...
184 WriteCoord(MSG_ENTITY, self.origin_x);
185 WriteCoord(MSG_ENTITY, self.origin_y);
186 WriteCoord(MSG_ENTITY, self.origin_z);
189 WriteShort(MSG_ENTITY, self.modelindex);
190 WriteCoord(MSG_ENTITY, self.mins_x);
191 WriteCoord(MSG_ENTITY, self.mins_y);
192 WriteCoord(MSG_ENTITY, self.mins_z);
193 WriteCoord(MSG_ENTITY, self.maxs_x);
194 WriteCoord(MSG_ENTITY, self.maxs_y);
195 WriteCoord(MSG_ENTITY, self.maxs_z);
196 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
198 // we need THESE to calculate the proper transform
199 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
200 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
201 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
202 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
203 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
204 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
205 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
206 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
207 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
208 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
209 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
210 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
214 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
215 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
221 float WarpZone_Camera_Send(entity to, float sendflags)
224 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
226 if(self.warpzone_fadestart)
228 if(self.origin != '0 0 0')
230 WriteByte(MSG_ENTITY, f);
232 // we need THESE to render the warpzone (and cull properly)...
235 WriteCoord(MSG_ENTITY, self.origin_x);
236 WriteCoord(MSG_ENTITY, self.origin_y);
237 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteShort(MSG_ENTITY, self.modelindex);
241 WriteCoord(MSG_ENTITY, self.mins_x);
242 WriteCoord(MSG_ENTITY, self.mins_y);
243 WriteCoord(MSG_ENTITY, self.mins_z);
244 WriteCoord(MSG_ENTITY, self.maxs_x);
245 WriteCoord(MSG_ENTITY, self.maxs_y);
246 WriteCoord(MSG_ENTITY, self.maxs_z);
247 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
249 // we need THESE to calculate the proper transform
250 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
251 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
252 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
253 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
254 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
255 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
259 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
260 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
266 float WarpZone_CheckProjectileImpact()
268 // FIXME make this use WarpZone_Teleport
270 // if self hit a warpzone, abort
274 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
277 if(self.warpzone_teleport_time == time)
279 // just ignore if we got teleported this frame already and now hit a wall and are in a warpzone again (this will cause a detonation)
280 // print("2 warps 1 frame\n");
284 // this approach transports the projectile at its full speed, but does
285 // not properly retain the projectile trail (but we can't retain it
286 // easily anyway without delaying the projectile by two frames, so who
288 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
290 a = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
291 v = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
293 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
294 mpd = max(vlen(self.mins), vlen(self.maxs));
295 pd = WarpZone_TargetPlaneDist(wz, o);
298 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
299 o = o + normalize(self.velocity) * ((mpd - pd) / dpd);
303 if(WarpZoneLib_MoveOutOfSolid(self))
310 print("would have to put projectile in solid, won't do that\n");
316 WarpZone_RefSys_Add(self, wz);
317 WarpZone_TeleportPlayer(wz, self, o, a, v);
318 WarpZone_StoreProjectileData(self);
319 self.warpzone_teleport_time = time;
320 self.warpzone_teleport_zone = wz;
324 float WarpZone_Projectile_Touch()
327 if(other.classname == "trigger_warpzone")
329 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
331 if((f = WarpZone_CheckProjectileImpact()) != 0)
333 if(self.warpzone_teleport_time == time)
335 // sequence: hit warpzone, get teleported, hit wall
336 // print("2 hits 1 frame\n");
337 setorigin(self, self.warpzone_oldorigin);
338 self.velocity = self.warpzone_oldvelocity;
339 self.angles = self.warpzone_oldangles;
345 void WarpZone_InitStep_FindOriginTarget()
347 if(self.killtarget != "")
349 self.aiment = find(world, targetname, self.killtarget);
350 if(self.aiment == world)
352 error("Warp zone with nonexisting killtarget");
355 self.killtarget = string_null;
359 void WarpZonePosition_InitStep_FindTarget()
361 if(self.target == "")
363 error("Warp zone position with no target");
366 self.enemy = find(world, targetname, self.target);
367 if(self.enemy == world)
369 error("Warp zone position with nonexisting target");
372 if(self.enemy.aiment)
374 // already is positioned
375 error("Warp zone position targeting already oriented warpzone");
378 self.enemy.aiment = self;
381 void WarpZoneCamera_Think(void)
383 if(self.warpzone_save_origin != self.origin
384 || self.warpzone_save_angles != self.angles
385 || self.warpzone_save_eorigin != self.enemy.origin
386 || self.warpzone_save_eangles != self.enemy.angles)
388 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
389 self.warpzone_save_origin = self.origin;
390 self.warpzone_save_angles = self.angles;
391 self.warpzone_save_eorigin = self.enemy.origin;
392 self.warpzone_save_eangles = self.enemy.angles;
394 self.nextthink = time;
397 void WarpZoneCamera_InitStep_FindTarget()
401 if(self.target == "")
403 error("Camera with no target");
407 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
408 if(random() * ++i < 1)
410 if(self.enemy == world)
412 error("Camera with nonexisting target");
415 warpzone_cameras_exist = 1;
416 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
417 self.SendFlags = 0xFFFFFF;
418 if(self.spawnflags & 1)
420 self.think = WarpZoneCamera_Think;
421 self.nextthink = time;
427 void WarpZone_InitStep_UpdateTransform()
429 vector org, ang, norm, point;
431 vector tri, a, b, c, p, q, n;
437 org = 0.5 * (self.mins + self.maxs);
439 norm = point = '0 0 0';
441 for(i_s = 0; ; ++i_s)
443 tex = getsurfacetexture(self, i_s);
445 break; // this is beyond the last one
446 if(tex == "textures/common/trigger" || tex == "trigger")
448 n_t = getsurfacenumtriangles(self, i_s);
449 for(i_t = 0; i_t < n_t; ++i_t)
451 tri = getsurfacetriangle(self, i_s, i_t);
452 a = getsurfacepoint(self, i_s, tri_x);
453 b = getsurfacepoint(self, i_s, tri_y);
454 c = getsurfacepoint(self, i_s, tri_z);
457 n = '1 0 0' * (q_y * p_z - q_z * p_y)
458 + '0 1 0' * (q_z * p_x - q_x * p_z)
459 + '0 0 1' * (q_x * p_y - q_y * p_x);
460 area = area + vlen(n);
462 point = point + vlen(n) * (a + b + c);
467 norm = norm * (1 / area);
468 point = point * (1 / (3 * area));
469 if(vlen(norm) < 0.99)
471 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
472 area = 0; // no autofixing in this case
474 norm = normalize(norm);
479 org = self.aiment.origin;
480 ang = self.aiment.angles;
483 org = org - ((org - point) * norm) * norm; // project to plane
485 if(norm * v_forward < 0)
487 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
490 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
492 if(norm * v_forward < 0.99)
493 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
494 if(vlen(org - self.aiment.origin) > 0.5)
495 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
501 ang = vectoangles(norm);
505 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
507 self.warpzone_origin = org;
508 self.warpzone_angles = ang;
511 void WarpZone_InitStep_ClearTarget()
514 self.enemy.enemy = world;
518 entity warpzone_first; .entity warpzone_next;
519 void WarpZone_InitStep_FindTarget()
527 // this way only one of the two ents needs to target
528 if(self.target != "")
530 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
533 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
535 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
536 if(random() * ++i < 1)
541 error("Warpzone with non-existing target");
549 void WarpZone_Think();
550 void WarpZone_InitStep_FinalizeTransform()
552 if(!self.enemy || self.enemy.enemy != self)
554 error("Invalid warp zone detected. Killed.");
558 warpzone_warpzones_exist = 1;
559 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
560 self.touch = WarpZone_Touch;
561 self.SendFlags = 0xFFFFFF;
562 if(self.spawnflags & 1)
564 self.think = WarpZone_Think;
565 self.nextthink = time;
571 float warpzone_initialized;
572 entity warpzone_first;
573 entity warpzone_position_first;
574 entity warpzone_camera_first;
575 .entity warpzone_next;
576 void spawnfunc_misc_warpzone_position(void)
578 // "target", "angles", "origin"
579 self.warpzone_next = warpzone_position_first;
580 warpzone_position_first = self;
582 void spawnfunc_trigger_warpzone_position(void)
584 spawnfunc_misc_warpzone_position();
586 void spawnfunc_trigger_warpzone(void)
588 // warp zone entities must have:
589 // "killtarget" pointing to a target_position with a direction arrow
590 // that points AWAY from the warp zone, and that is inside
591 // the warp zone trigger
592 // "target" pointing to an identical warp zone at another place in
593 // the map, with another killtarget to designate its
596 #ifndef WARPZONE_USE_FIXANGLE
597 // used when teleporting
598 precache_model("null");
602 self.scale = self.modelscale;
607 WarpZoneLib_ExactTrigger_Init();
611 setmodel(self, m); // no precision needed
613 setorigin(self, self.origin);
615 setsize(self, self.mins * self.scale, self.maxs * self.scale);
617 setsize(self, self.mins, self.maxs);
618 self.SendEntity = WarpZone_Send;
619 self.SendFlags = 0xFFFFFF;
620 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
621 self.warpzone_next = warpzone_first;
622 warpzone_first = self;
624 void spawnfunc_func_camera(void)
627 self.scale = self.modelscale;
632 precache_model(self.model);
633 setmodel(self, self.model); // no precision needed
635 setorigin(self, self.origin);
637 setsize(self, self.mins * self.scale, self.maxs * self.scale);
639 setsize(self, self.mins, self.maxs);
641 self.solid = SOLID_BSP;
642 else if(self.solid < 0)
643 self.solid = SOLID_NOT;
644 self.SendEntity = WarpZone_Camera_Send;
645 self.SendFlags = 0xFFFFFF;
646 self.warpzone_next = warpzone_camera_first;
647 warpzone_camera_first = self;
649 void WarpZones_Reconnect()
653 for(self = warpzone_first; self; self = self.warpzone_next)
654 WarpZone_InitStep_ClearTarget();
655 for(self = warpzone_first; self; self = self.warpzone_next)
656 WarpZone_InitStep_FindTarget();
657 for(self = warpzone_camera_first; self; self = self.warpzone_next)
658 WarpZoneCamera_InitStep_FindTarget();
659 for(self = warpzone_first; self; self = self.warpzone_next)
660 WarpZone_InitStep_FinalizeTransform();
664 void WarpZone_Think()
666 if(self.warpzone_save_origin != self.origin
667 || self.warpzone_save_angles != self.angles
668 || self.warpzone_save_eorigin != self.enemy.origin
669 || self.warpzone_save_eangles != self.enemy.angles)
673 WarpZone_InitStep_UpdateTransform();
675 WarpZone_InitStep_UpdateTransform();
677 WarpZone_InitStep_FinalizeTransform();
679 WarpZone_InitStep_FinalizeTransform();
681 self.warpzone_save_origin = self.origin;
682 self.warpzone_save_angles = self.angles;
683 self.warpzone_save_eorigin = self.enemy.origin;
684 self.warpzone_save_eangles = self.enemy.angles;
686 self.nextthink = time;
689 void WarpZone_StartFrame()
692 if(warpzone_initialized == 0)
694 warpzone_initialized = 1;
696 for(self = warpzone_first; self; self = self.warpzone_next)
697 WarpZone_InitStep_FindOriginTarget();
698 for(self = warpzone_position_first; self; self = self.warpzone_next)
699 WarpZonePosition_InitStep_FindTarget();
700 for(self = warpzone_first; self; self = self.warpzone_next)
701 WarpZone_InitStep_UpdateTransform();
703 WarpZones_Reconnect();
706 if(warpzone_warpzones_exist)
708 entity oldself, oldother;
711 for(e = world; (e = nextent(e)); )
713 WarpZone_StoreProjectileData(e);
716 if(f == CLIENTTYPE_REAL)
718 if(e.solid != SOLID_NOT) // not spectating?
720 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
722 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
726 if(WarpZoneLib_ExactTrigger_Touch())
728 WarpZone_Teleport(e); // NOT triggering targets by this!
730 if(f == CLIENTTYPE_NOTACLIENT)
732 for(; (e = nextent(e)); )
733 WarpZone_StoreProjectileData(e);
742 .float warpzone_reconnecting;
743 float visible_to_some_client(entity ent)
746 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
747 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
748 if(checkpvs(e.origin + e.view_ofs, ent))
752 void trigger_warpzone_reconnect_use()
756 // NOTE: this matches for target, not targetname, but of course
757 // targetname must be set too on the other entities
758 for(self = warpzone_first; self; self = self.warpzone_next)
759 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
760 for(self = warpzone_camera_first; self; self = self.warpzone_next)
761 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
762 for(self = warpzone_first; self; self = self.warpzone_next)
763 if(self.warpzone_reconnecting)
764 WarpZone_InitStep_ClearTarget();
765 for(self = warpzone_first; self; self = self.warpzone_next)
766 if(self.warpzone_reconnecting)
767 WarpZone_InitStep_FindTarget();
768 for(self = warpzone_camera_first; self; self = self.warpzone_next)
769 if(self.warpzone_reconnecting)
770 WarpZoneCamera_InitStep_FindTarget();
771 for(self = warpzone_first; self; self = self.warpzone_next)
772 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
773 WarpZone_InitStep_FinalizeTransform();
777 void spawnfunc_trigger_warpzone_reconnect()
779 self.use = trigger_warpzone_reconnect_use;
782 void spawnfunc_target_warpzone_reconnect()
784 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
787 void WarpZone_PlayerPhysics_FixVAngle(void)
789 #ifndef WARPZONE_DONT_FIX_VANGLE
790 if(clienttype(self) == CLIENTTYPE_REAL)
791 if(self.v_angle_z <= 360) // if not already adjusted
792 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
794 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
795 self.v_angle_z += 720; // mark as adjusted