#include "common.qh"
#if defined(CSQC)
- #include "../../server/t_items.qh"
+ #include <common/t_items.qh>
#elif defined(MENUQC)
#elif defined(SVQC)
- #include "../../common/weapons/all.qh"
+ #include <common/weapons/all.qh>
#endif
void WarpZone_Accumulator_Clear(entity acc)
WarpZone_Accumulator_AddInverseTransform(acc, wz.warpzone_transform, wz.warpzone_shift);
}
-.vector(vector, vector) camera_transform;
float autocvar_cl_warpzone_usetrace = 1;
-vector WarpZone_camera_transform(vector org, vector ang)
-{SELFPARAM();
+vector WarpZone_camera_transform(entity this, vector org, vector ang)
+{
vector vf, vr, vu;
- if(self.warpzone_fadestart)
- if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ if(this.warpzone_fadestart)
+ if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
return org;
// don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
// unneeded on client, on server this helps a lot
vf = v_forward;
vr = v_right;
vu = v_up;
- org = WarpZone_TransformOrigin(self, org);
- vf = WarpZone_TransformVelocity(self, vf);
- vr = WarpZone_TransformVelocity(self, vr);
- vu = WarpZone_TransformVelocity(self, vu);
+ org = WarpZone_TransformOrigin(this, org);
+ vf = WarpZone_TransformVelocity(this, vf);
+ vr = WarpZone_TransformVelocity(this, vr);
+ vu = WarpZone_TransformVelocity(this, vu);
if(autocvar_cl_warpzone_usetrace)
- traceline(self.warpzone_targetorigin, org, MOVE_NOMONSTERS, world);
+ traceline(this.warpzone_targetorigin, org, MOVE_NOMONSTERS, NULL);
else
- trace_endpos = self.warpzone_targetorigin;
+ trace_endpos = this.warpzone_targetorigin;
v_forward = vf;
v_right = vr;
v_up = vu;
e.warpzone_targetangles = other_ang;
fixedmakevectors(my_ang); e.warpzone_forward = v_forward;
fixedmakevectors(other_ang); e.warpzone_targetforward = v_forward;
- e.camera_transform = WarpZone_camera_transform;
+ setcamera_transform(e, WarpZone_camera_transform);
}
-vector WarpZone_Camera_camera_transform(vector org, vector ang)
-{SELFPARAM();
+vector WarpZone_Camera_camera_transform(entity this, vector org, vector ang)
+{
// a fixed camera view
- if(self.warpzone_fadestart)
- if(vlen(org - self.origin - 0.5 * (self.mins + self.maxs)) > self.warpzone_fadeend + 400)
+ if(this.warpzone_fadestart)
+ if(vdist(org - this.origin - 0.5 * (this.mins + this.maxs), >, this.warpzone_fadeend + 400))
return org;
// don't transform if zone faded out (plus 400qu safety margin for typical speeds and latencies)
// unneeded on client, on server this helps a lot
- trace_endpos = self.warpzone_origin;
- makevectors(self.warpzone_angles);
- return self.warpzone_origin;
+ trace_endpos = this.warpzone_origin;
+ makevectors(this.warpzone_angles);
+ return this.warpzone_origin;
}
void WarpZone_Camera_SetUp(entity e, vector my_org, vector my_ang) // we assume that e.oldorigin and e.avelocity point to view origin and direction
{
e.warpzone_origin = my_org;
e.warpzone_angles = my_ang;
- e.camera_transform = WarpZone_Camera_camera_transform;
+ setcamera_transform(e, WarpZone_Camera_camera_transform);
}
.entity enemy;
// if we are near any warpzone planes - MOVE AWAY (work around nearclip)
entity e;
if(!warpzone_warpzones_exist)
- return world;
- for(e = world; (e = find(e, classname, "trigger_warpzone")); )
- if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, world))
+ return NULL;
+ for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
+ if(WarpZoneLib_BoxTouchesBrush(mi, ma, e, NULL))
return e;
- return world;
+ return NULL;
}
void WarpZone_MakeAllSolid()
entity e;
if(!warpzone_warpzones_exist)
return;
- for(e = world; (e = find(e, classname, "trigger_warpzone")); )
+ for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
e.solid = SOLID_BSP;
}
entity e;
if(!warpzone_warpzones_exist)
return;
- for(e = world; (e = find(e, classname, "trigger_warpzone")); )
+ for(e = NULL; (e = find(e, classname, "trigger_warpzone")); )
e.solid = SOLID_TRIGGER;
}
{
if(!WarpZone_trace_transform)
{
- WarpZone_trace_transform = new(warpzone_trace_transform);
- make_pure(WarpZone_trace_transform);
+ WarpZone_trace_transform = new_pure(warpzone_trace_transform);
}
WarpZone_Accumulator_Clear(WarpZone_trace_transform);
}
vector vf, vr, vu;
WarpZone_trace_forent = forent;
- WarpZone_trace_firstzone = world;
- WarpZone_trace_lastzone = world;
+ WarpZone_trace_firstzone = NULL;
+ WarpZone_trace_lastzone = NULL;
WarpZone_Trace_InitTransform();
if(!warpzone_warpzones_exist)
{
if(--i < 1)
{
LOG_TRACE("Too many warpzones in sequence, aborting trace.\n");
- trace_ent = world;
+ trace_ent = NULL;
break;
}
tracebox(org, mi, ma, end, nomonsters_adjusted, WarpZone_trace_forent);
{
// FIXME can this check be removed? Do we really need it?
LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace\n");
- trace_ent = world;
+ trace_ent = NULL;
break;
}
wz = trace_ent;
org = trace_endpos;
}
WarpZone_MakeAllOther();
-:fail
+LABEL(fail)
if(contentshack)
BITCLR_ASSIGN(WarpZone_trace_forent.dphitcontentsmask, DPCONTENTS_SOLID);
trace_startsolid = sol;
void WarpZone_TraceBox(vector org, vector mi, vector ma, vector end, float nomonsters, entity forent)
{
- WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, world, WarpZone_trace_callback_t_null);
+ WarpZone_TraceBox_ThroughZone(org, mi, ma, end, nomonsters, forent, NULL, WarpZone_trace_callback_t_null);
}
void WarpZone_TraceLine(vector org, vector end, float nomonsters, entity forent)
g = cvar("sv_gravity") * e.gravity;
WarpZone_trace_forent = forent;
- WarpZone_trace_firstzone = world;
- WarpZone_trace_lastzone = world;
+ WarpZone_trace_firstzone = NULL;
+ WarpZone_trace_lastzone = NULL;
WarpZone_Trace_InitTransform();
WarpZone_tracetoss_time = 0;
if(!warpzone_warpzones_exist)
goto fail;
}
WarpZone_Trace_AddTransform(wz);
- setorigin(e, WarpZone_TransformOrigin(wz, e.origin));
+ vector org = WarpZone_TransformOrigin(wz, e.origin);
+ setorigin(e, org);
e.velocity = WarpZone_TransformVelocity(wz, e.velocity);
}
WarpZone_MakeAllSolid();
if(--i < 1)
{
LOG_TRACE("Too many warpzones in sequence, aborting trace.\n");
- trace_ent = world;
+ trace_ent = NULL;
break;
}
tracetoss(e, WarpZone_trace_forent);
{
// FIXME can this check be removed? Do we really need it?
LOG_TRACE("I transformed into the same zone again, wtf, aborting the trace\n");
- trace_ent = world;
+ trace_ent = NULL;
break;
}
wz = trace_ent;
e.velocity = -e.velocity;
}
WarpZone_MakeAllOther();
-:fail
+LABEL(fail)
WarpZone_tracetoss_velocity = e.velocity;
v_forward = vf;
v_right = vr;
void WarpZone_TraceToss(entity e, entity forent)
{
- WarpZone_TraceToss_ThroughZone(e, forent, world, WarpZone_trace_callback_t_null);
+ WarpZone_TraceToss_ThroughZone(e, forent, NULL, WarpZone_trace_callback_t_null);
}
entity WarpZone_TrailParticles_trace_callback_own;
{
WarpZone_TrailParticles_trace_callback_own = own;
WarpZone_TrailParticles_trace_callback_eff = eff;
- WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_trace_callback);
+ WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_trace_callback);
}
#ifdef CSQC
WarpZone_TrailParticles_trace_callback_eff = eff;
WarpZone_TrailParticles_trace_callback_f = f;
WarpZone_TrailParticles_trace_callback_flags = boxflags | PARTICLES_DRAWASTRAIL;
- WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, world, world, WarpZone_TrailParticles_WithMultiplier_trace_callback);
+ WarpZone_TraceBox_ThroughZone(org, '0 0 0', '0 0 0', end, MOVE_NOMONSTERS, NULL, NULL, WarpZone_TrailParticles_WithMultiplier_trace_callback);
}
#endif
bool WarpZoneLib_BadEntity(entity e)
{
- string s = e.classname;
if (is_pure(e)) return true;
+ string s = e.classname;
switch (s)
{
// case "net_linked": // actually some real entities are linked without classname, fail
.float WarpZone_findradius_hit;
.entity WarpZone_findradius_next;
-void WarpZone_FindRadius_Recurse(vector org, float rad, vector org0, vector transform, vector shift, float needlineofsight)
-// blast origin of current search original blast origin how to untransform (victim to blast system)
-{
- vector org_new;
- vector org0_new;
- vector shift_new, transform_new;
- vector p;
- entity e, e0;
- entity wz;
- if(rad <= 0)
- return;
- e0 = findradius(org, rad);
- wz = world;
-
- for(e = e0; e; e = e.chain)
- {
- if(WarpZoneLib_BadEntity(e))
- continue;
- p = WarpZoneLib_NearestPointOnBox(e.origin + e.mins, e.origin + e.maxs, org0);
- if(needlineofsight)
+void WarpZone_FindRadius_Recurse(
+ /** blast origin of current search */
+ vector org,
+ float rad,
+ /** original blast origin */
+ vector org0,
+ /** how to untransform (victim to blast system) */
+ vector transform,
+ vector shift,
+ bool needlineofsight)
+{
+ if (rad <= 0) return;
+ entity wz = NULL;
+ FOREACH_ENTITY_RADIUS(org, rad, !WarpZoneLib_BadEntity(it), {
+ vector p = WarpZoneLib_NearestPointOnBox(it.origin + it.mins, it.origin + it.maxs, org0);
+ if (needlineofsight)
{
- traceline(org, p, MOVE_NOMONSTERS, e);
- if(trace_fraction < 1)
- continue;
+ traceline(org, p, MOVE_NOMONSTERS, it);
+ if (trace_fraction < 1) continue;
}
- if(!e.WarpZone_findradius_hit || vlen(e.WarpZone_findradius_dist) > vlen(org0 - p))
+ if (!it.WarpZone_findradius_hit || vlen2(it.WarpZone_findradius_dist) > vlen2(org0 - p))
{
- e.WarpZone_findradius_nearest = p;
- e.WarpZone_findradius_dist = org0 - p;
- e.WarpZone_findradius_findorigin = org;
- e.WarpZone_findradius_findradius = rad;
- if(e.classname == "warpzone_refsys")
+ it.WarpZone_findradius_nearest = p;
+ it.WarpZone_findradius_dist = org0 - p;
+ it.WarpZone_findradius_findorigin = org;
+ it.WarpZone_findradius_findradius = rad;
+ if (it.classname == "warpzone_refsys")
{
// ignore, especially: do not overwrite the refsys parameters
}
- else if(e.classname == "trigger_warpzone")
+ else if (it.classname == "trigger_warpzone")
{
- e.WarpZone_findradius_next = wz;
- wz = e;
- e.WarpZone_findradius_hit = 1;
- e.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
- e.enemy.WarpZone_findradius_hit = 1;
+ it.WarpZone_findradius_next = wz;
+ wz = it;
+ it.WarpZone_findradius_hit = 1;
+ it.enemy.WarpZone_findradius_dist = '0 0 0'; // we don't want to go through this zone ever again
+ it.enemy.WarpZone_findradius_hit = 1;
}
else
{
- e.warpzone_transform = transform;
- e.warpzone_shift = shift;
- e.WarpZone_findradius_hit = 1;
+ it.warpzone_transform = transform;
+ it.warpzone_shift = shift;
+ it.WarpZone_findradius_hit = 1;
}
}
- }
- for(e = wz; e; e = e.WarpZone_findradius_next)
+ });
+ for(entity e = wz; e; e = e.WarpZone_findradius_next)
{
- if(WarpZoneLib_BadEntity(e))
- continue;
+ if (WarpZoneLib_BadEntity(e)) continue;
- org0_new = WarpZone_TransformOrigin(e, org);
+ vector org0_new = WarpZone_TransformOrigin(e, org);
traceline(e.warpzone_targetorigin, org0_new, MOVE_NOMONSTERS, e);
- org_new = trace_endpos;
+ vector org_new = trace_endpos;
- transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
- shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
+ vector transform_new = AnglesTransform_Multiply(e.warpzone_transform, transform);
+ vector shift_new = AnglesTransform_Multiply_GetPostShift(e.warpzone_transform, e.warpzone_shift, transform, shift);
WarpZone_FindRadius_Recurse(
org_new,
bound(0, rad - vlen(org_new - org0_new), rad - 8),
e.enemy.WarpZone_findradius_hit = 0;
}
}
-entity WarpZone_FindRadius(vector org, float rad, float needlineofsight)
+entity WarpZone_FindRadius(vector org, float rad, bool needlineofsight)
{
- entity e0, e;
+ // FIXME: why can't we do this? (sometimes finds nothing, breaking explosions)
+ // if (!warpzone_warpzones_exist && !needlineofsight) return findradius(org, rad);
WarpZone_FindRadius_Recurse(org, rad, org, '0 0 0', '0 0 0', needlineofsight);
- e0 = findchainfloat(WarpZone_findradius_hit, 1);
- for(e = e0; e; e = e.chain)
- e.WarpZone_findradius_hit = 0;
- return e0;
+ entity list_first = findchainfloat(WarpZone_findradius_hit, 1);
+ FOREACH_LIST(list, chain, true, it.WarpZone_findradius_hit = 0);
+ return list_first;
}
.entity WarpZone_refsys;
-void WarpZone_RefSys_GC()
-{SELFPARAM();
+void WarpZone_RefSys_GC(entity this)
+{
// garbage collect unused reference systems
- self.nextthink = time + 1;
- if(self.owner.WarpZone_refsys != self)
- remove(self);
+ this.nextthink = time + 1;
+ if(this.owner.WarpZone_refsys != this)
+ remove(this);
}
void WarpZone_RefSys_CheckCreate(entity me)
{
{
me.WarpZone_refsys = new(warpzone_refsys);
me.WarpZone_refsys.owner = me;
- me.WarpZone_refsys.think = WarpZone_RefSys_GC;
+ setthink(me.WarpZone_refsys, WarpZone_RefSys_GC);
me.WarpZone_refsys.nextthink = time + 1;
WarpZone_Accumulator_Clear(me.WarpZone_refsys);
}
if(me.WarpZone_refsys)
{
remove(me.WarpZone_refsys);
- me.WarpZone_refsys = world;
+ me.WarpZone_refsys = NULL;
}
}
void WarpZone_RefSys_AddTransform(entity me, vector t, vector s)
return e;
}
-float WarpZoneLib_ExactTrigger_Touch()
-{SELFPARAM();
- return !WarpZoneLib_BoxTouchesBrush(other.absmin, other.absmax, self, other);
+float WarpZoneLib_ExactTrigger_Touch(entity this, entity toucher)
+{
+ return !WarpZoneLib_BoxTouchesBrush(toucher.absmin, toucher.absmax, this, toucher);
}
{
// hit something
// adjust origin in the other direction...
- setorigin(e,e.origin - by * (1 - trace_fraction));
+ setorigin(e, e.origin - by * (1 - trace_fraction));
}
}