2 // TODO: split target_push and put it in the target folder
4 #include <common/physics/movetypes/movetypes.qh>
5 #include <server/main.qh>
7 void trigger_push_use(entity this, entity actor, entity trigger)
11 this.team = actor.team;
12 this.SendFlags |= SF_TRIGGER_UPDATE;
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
28 pushed_entity - object that is to be pushed
30 Returns: velocity for the jump
32 vector trigger_push_calculatevelocity(vector org, entity tgt, float ht, entity pushed_entity)
34 float grav, sdist, zdist, vs, vz, jumpheight;
37 torg = tgt.origin + (tgt.mins + tgt.maxs) * 0.5;
39 grav = PHYS_GRAVITY(NULL);
40 if(pushed_entity && pushed_entity.gravity)
41 grav *= pushed_entity.gravity;
43 zdist = torg.z - org.z;
44 sdist = vlen(torg - org - zdist * '0 0 1');
45 sdir = normalize(torg - org - zdist * '0 0 1');
47 // how high do we need to push the player?
48 jumpheight = fabs(ht);
50 jumpheight = jumpheight + zdist;
55 You will not understand the following equations anyway...
56 But here is what I did to get them.
61 z(t) = t * vz - 1/2 grav t^2
67 max(z, ti) = jumpheight
69 From these three equations, you will find the three parameters vs, vz
73 // push him so high...
74 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
76 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
82 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
83 // ALWAYS solvable because jumpheight >= zdist
85 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)
87 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)
95 // almost straight line type
96 // jump apex is before the jump
97 // we must take the larger one
98 flighttime = solution.y;
103 // jump apex is during the jump
104 // we must take the larger one too
105 flighttime = solution.y;
113 // almost straight line type
114 // jump apex is after the jump
115 // we must take the smaller one
116 flighttime = solution.x;
121 // jump apex is during the jump
122 // we must take the larger one
123 flighttime = solution.y;
126 vs = sdist / flighttime;
128 // finally calculate the velocity
129 return sdir * vs + '0 0 1' * vz;
132 bool jumppad_push(entity this, entity targ)
134 if (!isPushable(targ))
137 vector org = targ.origin;
141 org.z += targ.mins_z;
142 org.z += 1; // off by 1!
147 targ.velocity = trigger_push_calculatevelocity(org, this.enemy, this.height, targ);
149 else if(this.target && this.target != "")
152 RandomSelection_Init();
153 for(e = NULL; (e = find(e, targetname, this.target)); )
156 RandomSelection_AddEnt(e, e.cnt, 1);
158 RandomSelection_AddEnt(e, 1, 1);
160 targ.velocity = trigger_push_calculatevelocity(org, RandomSelection_chosen_ent, this.height, targ);
164 targ.velocity = this.movedir;
167 UNSET_ONGROUND(targ);
170 if (targ.flags & FL_PROJECTILE)
172 targ.angles = vectoangles (targ.velocity);
173 switch(targ.move_movetype)
176 set_movetype(targ, MOVETYPE_TOSS);
179 case MOVETYPE_BOUNCEMISSILE:
180 set_movetype(targ, MOVETYPE_BOUNCE);
190 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
191 targ.oldvelocity = targ.velocity;
193 if(this.pushltime < time) // prevent "snorring" sound when a player hits the jumppad more than once
195 // flash when activated
196 Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
197 _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
198 this.pushltime = time + 0.2;
200 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
203 for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
204 if(targ.(jumppadsused[i]) == this)
208 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
209 targ.jumppadcount = targ.jumppadcount + 1;
212 if(IS_REAL_CLIENT(targ))
215 centerprint(targ, this.message);
219 targ.lastteleporttime = time;
220 targ.lastteleport_origin = targ.origin;
224 animdecide_setaction(targ, ANIMACTION_JUMP, true);
227 targ.jumppadcount = 1;
229 // reset tracking of who pushed you into a hazard (for kill credit)
234 if(this.enemy.target)
235 SUB_UseTargets(this.enemy, targ, this);
237 if (targ.flags & FL_PROJECTILE)
239 targ.angles = vectoangles (targ.velocity);
240 targ.com_phys_gravity_factor = 1;
241 switch(targ.move_movetype)
244 set_movetype(targ, MOVETYPE_TOSS);
247 case MOVETYPE_BOUNCEMISSILE:
248 set_movetype(targ, MOVETYPE_BOUNCE);
252 UpdateCSQCProjectile(targ);
259 void trigger_push_touch(entity this, entity toucher)
261 if (this.active == ACTIVE_NOT)
265 if(((this.spawnflags & INVERT_TEAMS) == 0) == (DIFF_TEAM(this, toucher)))
268 EXACTTRIGGER_TOUCH(this, toucher);
270 noref bool success = jumppad_push(this, toucher);
273 if (success && (this.spawnflags & PUSH_ONCE))
275 settouch(this, func_null);
276 setthink(this, SUB_Remove);
277 this.nextthink = time;
283 void trigger_push_link(entity this);
284 void trigger_push_updatelink(entity this);
285 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org)
287 setorigin(tracetest_ent, org);
288 tracetoss(tracetest_ent, tracetest_ent);
294 // since tracetoss starting from jumppad's origin often fails when target
295 // is very close to real destination, start it directly from target's
297 vector ofs = '0 0 0';
298 if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
301 tracetest_ent.velocity.z = 0;
302 setorigin(tracetest_ent, targ.origin + ofs);
303 tracetoss(tracetest_ent, tracetest_ent);
304 if (trace_startsolid && ofs.z)
306 setorigin(tracetest_ent, targ.origin + ofs / 2);
307 tracetoss(tracetest_ent, tracetest_ent);
308 if (trace_startsolid && ofs.z)
310 setorigin(tracetest_ent, targ.origin);
311 tracetoss(tracetest_ent, tracetest_ent);
312 if (trace_startsolid)
317 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
321 bool trigger_push_testorigin_for_item(entity tracetest_ent, entity item, vector org)
323 setorigin(tracetest_ent, org);
324 tracetoss(tracetest_ent, tracetest_ent);
328 if (trace_ent == item)
331 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
333 if (trace_ent == item)
341 vector trigger_push_get_start_point(entity this)
343 // calculate a typical start point for the jump
344 vector org = (this.absmin + this.absmax) * 0.5;
345 org.z = this.absmax.z - PL_MIN_CONST.z - 7;
349 float trigger_push_get_push_time(entity this, vector endpos)
351 vector org = trigger_push_get_start_point(this);
353 float grav = PHYS_GRAVITY(NULL);
355 entity t = this.enemy;
359 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
360 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
361 vector v = trigger_push_calculatevelocity(org, t, this.height, e);
362 vector v2 = trigger_push_calculatevelocity(endpos, t, this.height, e);
364 return (v.z + v2.z) / grav;
366 else if (!(this.target && this.target != ""))
370 vector v = this.movedir;
372 float t = v.z / grav;
373 float jump_height = 1/2 * grav * (t ** 2);
374 float remaining_height = org.z + jump_height - endpos.z;
375 float v2_z = sqrt(2 * grav * remaining_height);
377 return (v.z + v2_z) / grav;
384 /// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
385 /// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
386 bool trigger_push_test(entity this, entity item)
389 vector org = trigger_push_get_start_point(this);
396 vector vel = '0 0 0';
398 for(entity t = NULL; (t = find(t, targetname, this.target)); )
402 if(t.move_movetype != MOVETYPE_NONE)
405 // bots can't tell teamed jumppads from normal ones
410 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
411 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
412 e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
415 vector best_target = '0 0 0';
416 vector best_org = '0 0 0';
417 vector best_vel = '0 0 0';
418 bool valid_best_target = false;
421 if (!trigger_push_testorigin_for_item(e, item, org))
429 if (trigger_push_testorigin(e, t, this, org))
431 best_target = trace_endpos;
433 best_vel = e.velocity;
434 valid_best_target = true;
439 vector dist = t.origin - org;
440 if (dist.x || dist.y) // if not perfectly vertical
442 // test trajectory with different starting points, sometimes the trajectory
443 // starting from the jumppad origin can't reach the real destination
444 // and destination waypoint ends up near the jumppad itself
445 vector flatdir = normalize(dist - eZ * dist.z);
446 vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
450 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
453 if (!trigger_push_testorigin_for_item(e, item, new_org))
462 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
463 e.velocity = autocvar_sv_maxspeed * flatdir;
464 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
466 best_target = trace_endpos;
469 valid_best_target = true;
472 if (ofs && new_org != org - ofs)
485 if (valid_best_target)
487 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
489 float velxy = vlen(vec2(best_vel));
490 float cost = vlen(vec2(t.origin - best_org)) / velxy;
491 if(velxy < autocvar_sv_maxspeed)
492 velxy = autocvar_sv_maxspeed;
493 cost += vlen(vec2(best_target - t.origin)) / velxy;
494 waypoint_spawnforteleporter(this, best_target, cost, e);
508 objerror (this, "Jumppad with nonexistant target");
514 // exactly one dest - bots love that
516 this.enemy = find(NULL, targetname, this.target);
517 else // bots can't tell teamed jumppads from normal ones
522 // have to use random selection every single time
533 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
534 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
536 e.velocity = this.movedir;
540 bool r = (trace_ent == item);
544 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
545 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
552 defer(this, 0.1, trigger_push_updatelink);
557 void trigger_push_findtarget(entity this)
559 trigger_push_test(this, NULL);
563 float trigger_push_send(entity this, entity to, float sf)
565 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
567 WriteByte(MSG_ENTITY, this.team);
568 WriteInt24_t(MSG_ENTITY, this.spawnflags);
569 WriteByte(MSG_ENTITY, this.active);
570 WriteCoord(MSG_ENTITY, this.height);
572 trigger_common_write(this, true);
577 void trigger_push_updatelink(entity this)
579 this.SendFlags |= SF_TRIGGER_INIT;
582 void trigger_push_link(entity this)
584 trigger_link(this, trigger_push_send);
590 * target: target of jump
591 * height: the absolute value is the height of the highest point of the jump
592 * trajectory above the higher one of the player and the target.
593 * the sign indicates whether the highest point is INSIDE (positive)
594 * or OUTSIDE (negative) of the jump trajectory. General rule: use
595 * positive values for targets mounted on the floor, and use negative
596 * values to target a point on the ceiling.
597 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
599 spawnfunc(trigger_push)
605 this.active = ACTIVE_ACTIVE;
606 this.use = trigger_push_use;
607 settouch(this, trigger_push_touch);
612 this.movedir = this.movedir * this.speed * 10;
615 this.noise = "misc/jumppad.wav";
616 precache_sound (this.noise);
618 trigger_push_link(this); // link it now
620 IL_PUSH(g_jumppads, this);
622 // this must be called to spawn the teleport waypoints for bots
623 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
627 bool target_push_send(entity this, entity to, float sf)
629 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
631 WriteByte(MSG_ENTITY, this.cnt);
632 WriteString(MSG_ENTITY, this.targetname);
633 WriteVector(MSG_ENTITY, this.origin);
635 WriteAngleVector(MSG_ENTITY, this.angles);
640 void target_push_use(entity this, entity actor, entity trigger)
642 if(trigger.classname == "trigger_push" || trigger == this)
643 return; // WTF, why is this a thing
645 jumppad_push(this, actor);
648 void target_push_link(entity this)
650 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
651 Net_LinkEntity(this, false, 0, target_push_send);
652 //this.SendFlags |= 1; // update
655 void target_push_init(entity this)
657 this.mangle = this.angles;
658 setorigin(this, this.origin);
659 target_push_link(this);
662 void target_push_init2(entity this)
664 if(this.target && this.target != "") // we have an old style pusher!
666 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
667 this.use = target_push_use;
670 target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
673 spawnfunc(target_push)
675 target_push_init2(this);
678 spawnfunc(info_notnull)
680 target_push_init(this);
682 spawnfunc(target_position)
684 target_push_init(this);
689 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
691 this.classname = "jumppad";
692 int mytm = ReadByte();
695 this.team = mytm - 1;
697 this.spawnflags = ReadInt24_t();
698 this.active = ReadByte();
699 this.height = ReadCoord();
701 trigger_common_read(this, true);
703 this.entremove = trigger_remove_generic;
704 this.solid = SOLID_TRIGGER;
705 settouch(this, trigger_push_touch);
706 this.move_time = time;
707 defer(this, 0.25, trigger_push_findtarget);
712 void target_push_remove(entity this)
714 // strfree(this.classname);
715 strfree(this.targetname);
718 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
720 this.classname = "push_target";
721 this.cnt = ReadByte();
722 this.targetname = strzone(ReadString());
723 this.origin = ReadVector();
725 this.angles = ReadAngleVector();
729 setorigin(this, this.origin);
731 this.drawmask = MASK_NORMAL;
732 this.entremove = target_push_remove;