2 // TODO: split target_push and put it in the target folder
4 #include <common/physics/movetypes/movetypes.qh>
6 void trigger_push_use(entity this, entity actor, entity trigger)
10 this.team = actor.team;
11 this.SendFlags |= SF_TRIGGER_UPDATE;
16 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH)
17 REGISTER_NET_LINKED(ENT_CLIENT_TRIGGER_PUSH_VELOCITY)
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 // Q3 has frametime-dependent gravity, but its trigger_push velocity calculation doesn't account for that.
44 // This discrepancy can be simulated accurately which ensures that all entities will arrive
45 // where they would in Q3 with gravity 800 at 125fps, even if entity-specific gravity is applied.
46 // This can be hard-coded because we don't support the Q3 world.gravity field at this time.
47 // See physicsCPMA.cfg for maths and test results.
49 grav /= 750/800; // exact float, unlike 800/750
51 zdist = torg.z - org.z;
52 sdist = vlen(torg - org - zdist * '0 0 1');
53 sdir = normalize(torg - org - zdist * '0 0 1');
55 // how high do we need to push the player?
56 jumpheight = fabs(ht);
58 jumpheight = jumpheight + zdist;
63 You will not understand the following equations anyway...
64 But here is what I did to get them.
69 z(t) = t * vz - 1/2 grav t^2
75 max(z, ti) = jumpheight
77 From these three equations, you will find the three parameters vs, vz
81 // push them so high...
82 vz = sqrt(fabs(2 * grav * jumpheight)); // NOTE: sqrt(positive)!
84 // we start with downwards velocity only if it's a downjump and the jump apex should be outside the jump!
90 solution = solve_quadratic(0.5 * grav, -vz, zdist); // equation "z(ti) = zdist"
91 // ALWAYS solvable because jumpheight >= zdist
93 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)
95 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)
103 // almost straight line type
104 // jump apex is before the jump
105 // we must take the larger one
106 flighttime = solution.y;
111 // jump apex is during the jump
112 // we must take the larger one too
113 flighttime = solution.y;
121 // almost straight line type
122 // jump apex is after the jump
123 // we must take the smaller one
124 flighttime = solution.x;
129 // jump apex is during the jump
130 // we must take the larger one
131 flighttime = solution.y;
134 vs = sdist / flighttime;
136 // finally calculate the velocity
137 return sdir * vs + '0 0 1' * vz;
140 vector trigger_push_velocity_calculatevelocity(entity this, vector org, entity tgt, float speed, float count, entity pushed_entity, bool already_pushed)
142 bool is_playerdir_xy = boolean(this.spawnflags & PUSH_VELOCITY_PLAYERDIR_XY);
143 bool is_add_xy = boolean(this.spawnflags & PUSH_VELOCITY_ADD_XY);
144 bool is_playerdir_z = boolean(this.spawnflags & PUSH_VELOCITY_PLAYERDIR_Z);
145 bool is_add_z = boolean(this.spawnflags & PUSH_VELOCITY_ADD_Z);
146 bool is_bidirectional_xy = boolean(this.spawnflags & PUSH_VELOCITY_BIDIRECTIONAL_XY);
147 bool is_bidirectional_z = boolean(this.spawnflags & PUSH_VELOCITY_BIDIRECTIONAL_Z);
148 bool is_clamp_negative_adds = boolean(this.spawnflags & PUSH_VELOCITY_CLAMP_NEGATIVE_ADDS);
150 vector sdir = normalize(vec2(pushed_entity.velocity));
151 float zdir = pushed_entity.velocity.z;
152 if(zdir != 0) zdir = copysign(1, zdir);
154 vector vs_tgt = '0 0 0';
156 if (!is_playerdir_xy || !is_playerdir_z)
158 vector vel_tgt = trigger_push_calculatevelocity(org, tgt, 0, pushed_entity);
159 vs_tgt = vec2(vel_tgt);
162 // bidirectional jump pads do not play nicely with xonotic's jump pad targets
163 if (is_bidirectional_xy)
165 if (normalize(vs_tgt) * sdir < 0)
171 if (is_bidirectional_z)
173 if (signbit(vz_tgt) != signbit(zdir))
202 vector vs_add = vec2(pushed_entity.velocity);
211 if (is_clamp_negative_adds)
213 if ((normalize(vs) * sdir) < 0)
223 float vz_add = pushed_entity.velocity.z;
232 if (is_clamp_negative_adds)
234 if (signbit(vz) != signbit(zdir))
242 return vs + '0 0 1' * vz;
245 bool jumppad_push(entity this, entity targ, bool is_velocity_pad)
247 if (!isPushable(targ))
250 vector org = targ.origin;
252 if(Q3COMPAT_COMMON || (this.spawnflags & PUSH_STATIC))
253 org = (this.absmin + this.absmax) * 0.5;
255 bool already_pushed = false;
256 if(is_velocity_pad) // remember velocity jump pads
258 if(this == targ.last_pushed || (targ.last_pushed && !STAT(Q3COMPAT, targ))) // if q3compat is active overwrite last stored jump pad, otherwise ignore
260 already_pushed = true;
264 targ.last_pushed = this; // may be briefly out of sync between client and server if client prediction is toggled
272 targ.velocity = trigger_push_calculatevelocity(org, this.enemy, this.height, targ);
276 targ.velocity = trigger_push_velocity_calculatevelocity(this, org, this.enemy, this.speed, this.count, targ, already_pushed);
279 else if(this.target && this.target != "")
282 RandomSelection_Init();
283 for(e = NULL; (e = find(e, targetname, this.target)); )
286 RandomSelection_AddEnt(e, e.cnt, 1);
288 RandomSelection_AddEnt(e, 1, 1);
292 targ.velocity = trigger_push_calculatevelocity(org, RandomSelection_chosen_ent, this.height, targ);
296 targ.velocity = trigger_push_velocity_calculatevelocity(this, org, RandomSelection_chosen_ent, this.speed, this.count, targ, already_pushed);
303 targ.velocity = this.movedir;
308 objerror (this, "Jumppad with no target");
314 if(!is_velocity_pad) UNSET_ONGROUND(targ);
317 if (targ.flags & FL_PROJECTILE)
319 targ.angles = vectoangles (targ.velocity);
320 switch(targ.move_movetype)
323 set_movetype(targ, MOVETYPE_TOSS);
326 case MOVETYPE_BOUNCEMISSILE:
327 set_movetype(targ, MOVETYPE_BOUNCE);
337 // reset tracking of oldvelocity for impact damage (sudden velocity changes)
338 targ.oldvelocity = targ.velocity;
340 // prevent sound spam when a player hits the jumppad more than once
341 // or when a dead player gets stuck in the jumppad for some reason
342 if(!already_pushed && this.pushltime < time && !(IS_DEAD(targ) && targ.velocity == '0 0 0'))
344 // flash when activated
345 Send_Effect(EFFECT_JUMPPAD, targ.origin, targ.velocity, 1);
346 _sound (targ, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
347 this.pushltime = time + 0.2;
349 if(IS_REAL_CLIENT(targ) || IS_BOT_CLIENT(targ))
352 for(int i = 0; i < targ.jumppadcount && i < NUM_JUMPPADSUSED; ++i)
353 if(targ.(jumppadsused[i]) == this)
357 targ.(jumppadsused[targ.jumppadcount % NUM_JUMPPADSUSED]) = this;
358 targ.jumppadcount = targ.jumppadcount + 1;
361 if(IS_REAL_CLIENT(targ))
364 centerprint(targ, this.message);
368 targ.lastteleporttime = time;
369 targ.lastteleport_origin = targ.origin;
373 animdecide_setaction(targ, ANIMACTION_JUMP, true);
376 targ.jumppadcount = 1;
378 // reset tracking of who pushed you into a hazard (for kill credit)
383 if(this.enemy.target)
384 SUB_UseTargets(this.enemy, targ, this);
386 if (targ.flags & FL_PROJECTILE)
388 targ.angles = vectoangles (targ.velocity);
389 targ.com_phys_gravity_factor = 1;
390 switch(targ.move_movetype)
393 set_movetype(targ, MOVETYPE_TOSS);
396 case MOVETYPE_BOUNCEMISSILE:
397 set_movetype(targ, MOVETYPE_BOUNCE);
401 UpdateCSQCProjectile(targ);
408 void trigger_push_touch(entity this, entity toucher)
410 if (this.active == ACTIVE_NOT)
414 if(((this.spawnflags & INVERT_TEAMS) == 0) == (DIFF_TEAM(this, toucher)))
417 EXACTTRIGGER_TOUCH(this, toucher);
419 noref bool success = jumppad_push(this, toucher, false);
422 if (success && (this.spawnflags & PUSH_ONCE))
424 settouch(this, func_null);
425 setthink(this, SUB_Remove);
426 this.nextthink = time;
431 void trigger_push_velocity_touch(entity this, entity toucher)
433 if (this.active == ACTIVE_NOT)
436 if(this.team && DIFF_TEAM(this, toucher))
439 EXACTTRIGGER_TOUCH(this, toucher);
441 jumppad_push(this, toucher, true);
445 void trigger_push_link(entity this);
446 void trigger_push_updatelink(entity this);
447 bool trigger_push_testorigin(entity tracetest_ent, entity targ, entity jp, vector org)
449 setorigin(tracetest_ent, org);
450 tracetoss(tracetest_ent, tracetest_ent);
456 // since tracetoss starting from jumppad's origin often fails when target
457 // is very close to real destination, start it directly from target's
459 vector ofs = '0 0 0';
460 if (vdist(vec2(tracetest_ent.velocity), <, autocvar_sv_maxspeed))
463 tracetest_ent.velocity.z = 0;
464 setorigin(tracetest_ent, targ.origin + ofs);
465 tracetoss(tracetest_ent, tracetest_ent);
466 if (trace_startsolid && ofs.z)
468 setorigin(tracetest_ent, targ.origin + ofs / 2);
469 tracetoss(tracetest_ent, tracetest_ent);
470 if (trace_startsolid && ofs.z)
472 setorigin(tracetest_ent, targ.origin);
473 tracetoss(tracetest_ent, tracetest_ent);
474 if (trace_startsolid)
479 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
483 bool trigger_push_testorigin_for_item(entity tracetest_ent, entity item, vector org)
485 setorigin(tracetest_ent, org);
486 tracetoss(tracetest_ent, tracetest_ent);
490 if (trace_ent == item)
493 tracebox(trace_endpos, tracetest_ent.mins, tracetest_ent.maxs, trace_endpos - eZ * 1500, true, tracetest_ent);
495 if (trace_ent == item)
503 vector trigger_push_get_start_point(entity this)
505 // calculate a typical start point for the jump
506 vector org = (this.absmin + this.absmax) * 0.5;
507 org.z = this.absmax.z - PL_MIN_CONST.z - 7;
511 float trigger_push_get_push_time(entity this, vector endpos)
513 vector org = trigger_push_get_start_point(this);
515 float grav = PHYS_GRAVITY(NULL);
517 entity t = this.enemy;
521 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
522 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
523 vector v = trigger_push_calculatevelocity(org, t, this.height, e);
524 vector v2 = trigger_push_calculatevelocity(endpos, t, this.height, e);
526 return (v.z + v2.z) / grav;
528 else if (!(this.target && this.target != ""))
532 vector v = this.movedir;
534 float t = v.z / grav;
535 float jump_height = 1/2 * grav * (t ** 2);
536 float remaining_height = org.z + jump_height - endpos.z;
537 float v2_z = sqrt(2 * grav * remaining_height);
539 return (v.z + v2_z) / grav;
546 /// if (item != NULL) returns true if the item can be reached by using this jumppad, false otherwise
547 /// if (item == NULL) tests jumppad's trajectory and eventually spawns waypoints for it (return value doesn't matter)
548 bool trigger_push_test(entity this, entity item)
551 vector org = trigger_push_get_start_point(this);
558 vector vel = '0 0 0';
560 for(entity t = NULL; (t = find(t, targetname, this.target)); )
564 if(t.move_movetype != MOVETYPE_NONE)
567 // bots can't tell teamed jumppads from normal ones
572 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
573 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
574 e.velocity = trigger_push_calculatevelocity(org, t, this.height, e);
577 vector best_target = '0 0 0';
578 vector best_org = '0 0 0';
579 vector best_vel = '0 0 0';
580 bool valid_best_target = false;
583 if (!trigger_push_testorigin_for_item(e, item, org))
591 // optimization: if horizontal velocity is 0 then target is not good since the trajectory
592 // will definitely go back to the jumppad (horizontal velocity of best_vel can't be 0 anyway)
593 if ((e.velocity.x != 0 || e.velocity.y != 0)
594 && trigger_push_testorigin(e, t, this, org))
596 best_target = trace_endpos;
598 best_vel = e.velocity;
599 valid_best_target = true;
604 vector dist = t.origin - org;
605 if (dist.x || dist.y) // if not perfectly vertical
607 // test trajectory with different starting points, sometimes the trajectory
608 // starting from the jumppad origin can't reach the real destination
609 // and destination waypoint ends up near the jumppad itself
610 vector flatdir = normalize(dist - eZ * dist.z);
611 vector ofs = flatdir * 0.5 * min(fabs(this.absmax.x - this.absmin.x), fabs(this.absmax.y - this.absmin.y));
615 e.velocity = trigger_push_calculatevelocity(new_org, t, this.height, e);
618 if (!trigger_push_testorigin_for_item(e, item, new_org))
627 if (vdist(vec2(e.velocity), <, autocvar_sv_maxspeed))
628 e.velocity = autocvar_sv_maxspeed * flatdir;
629 if (trigger_push_testorigin(e, t, this, new_org) && (!valid_best_target || trace_endpos.z > best_target.z + 50))
631 best_target = trace_endpos;
634 valid_best_target = true;
637 if (ofs && new_org != org - ofs)
650 if (valid_best_target)
652 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, best_target + PL_MIN_CONST, best_target + PL_MAX_CONST)))
654 float velxy = vlen(vec2(best_vel));
655 float cost = vlen(vec2(t.origin - best_org)) / velxy;
656 if(velxy < autocvar_sv_maxspeed)
657 velxy = autocvar_sv_maxspeed;
658 cost += vlen(vec2(best_target - t.origin)) / velxy;
659 waypoint_spawnforteleporter(this, best_target, cost, e);
673 objerror (this, "Jumppad with nonexistant target");
679 // exactly one dest - bots love that
681 this.enemy = find(NULL, targetname, this.target);
682 else // bots can't tell teamed jumppads from normal ones
687 // have to use random selection every single time
698 setsize(e, PL_MIN_CONST, PL_MAX_CONST);
699 e.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP | DPCONTENTS_BOTCLIP;
701 e.velocity = this.movedir;
705 bool r = (trace_ent == item);
709 if (!(boxesoverlap(this.absmin, this.absmax + eZ * 50, trace_endpos + PL_MIN_CONST, trace_endpos + PL_MAX_CONST)))
710 waypoint_spawnforteleporter(this, trace_endpos, vlen(trace_endpos - org) / vlen(e.velocity), e);
717 defer(this, 0.1, trigger_push_updatelink);
722 void trigger_push_findtarget(entity this)
724 trigger_push_test(this, NULL);
728 float trigger_push_send(entity this, entity to, float sf)
730 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH);
732 WriteByte(MSG_ENTITY, this.team);
733 WriteInt24_t(MSG_ENTITY, this.spawnflags);
734 WriteByte(MSG_ENTITY, this.active);
735 WriteCoord(MSG_ENTITY, this.height);
737 trigger_common_write(this, true);
742 float trigger_push_velocity_send(entity this, entity to, float sf)
744 WriteHeader(MSG_ENTITY, ENT_CLIENT_TRIGGER_PUSH_VELOCITY);
746 WriteByte(MSG_ENTITY, this.team);
747 WriteInt24_t(MSG_ENTITY, this.spawnflags);
748 WriteByte(MSG_ENTITY, this.active);
749 WriteCoord(MSG_ENTITY, this.speed);
750 WriteCoord(MSG_ENTITY, this.count);
752 trigger_common_write(this, true);
757 void trigger_push_updatelink(entity this)
759 this.SendFlags |= SF_TRIGGER_INIT;
762 void trigger_push_link(entity this)
764 trigger_link(this, trigger_push_send);
767 void trigger_push_velocity_link(entity this)
769 trigger_link(this, trigger_push_velocity_send);
775 * target: target of jump
776 * height: the absolute value is the height of the highest point of the jump
777 * trajectory above the higher one of the player and the target.
778 * the sign indicates whether the highest point is INSIDE (positive)
779 * or OUTSIDE (negative) of the jump trajectory. General rule: use
780 * positive values for targets mounted on the floor, and use negative
781 * values to target a point on the ceiling.
782 * movedir: if target is not set, this * speed * 10 is the velocity to be reached.
784 spawnfunc(trigger_push)
788 WarpZoneLib_ExactTrigger_Init(this, false);
789 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
790 this.active = ACTIVE_ACTIVE;
791 this.use = trigger_push_use;
792 settouch(this, trigger_push_touch);
797 this.movedir = this.movedir * this.speed * 10;
800 this.noise = "misc/jumppad.wav";
801 precache_sound (this.noise);
803 trigger_push_link(this); // link it now
805 IL_PUSH(g_jumppads, this);
807 // this must be called to spawn the teleport waypoints for bots
808 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
814 * target: this points to the target_position to which the player will jump.
815 * speed: XY speed for player-directional velocity pads - either sets or adds to the player's horizontal velocity.
816 * count: Z speed for player-directional velocity pads - either sets or adds to the player's vertical velocity.
818 spawnfunc(trigger_push_velocity)
820 WarpZoneLib_ExactTrigger_Init(this, false);
821 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
822 this.active = ACTIVE_ACTIVE;
823 this.use = trigger_push_use;
824 settouch(this, trigger_push_velocity_touch);
828 this.noise = "misc/jumppad.wav";
829 precache_sound (this.noise);
831 trigger_push_velocity_link(this); // link it now
835 bool target_push_send(entity this, entity to, float sf)
837 WriteHeader(MSG_ENTITY, ENT_CLIENT_TARGET_PUSH);
839 WriteByte(MSG_ENTITY, this.cnt);
840 WriteString(MSG_ENTITY, this.targetname);
841 WriteVector(MSG_ENTITY, this.origin);
843 WriteAngleVector(MSG_ENTITY, this.angles);
848 void target_push_use(entity this, entity actor, entity trigger)
850 if(trigger.classname == "trigger_push" || trigger == this)
851 return; // WTF, why is this a thing
853 jumppad_push(this, actor, false);
856 void target_push_link(entity this)
858 BITSET_ASSIGN(this.effects, EF_NODEPTHTEST);
859 Net_LinkEntity(this, false, 0, target_push_send);
860 //this.SendFlags |= 1; // update
863 void target_push_init(entity this)
865 this.mangle = this.angles;
866 setorigin(this, this.origin);
867 target_push_link(this);
870 void target_push_init2(entity this)
872 if(this.target && this.target != "") // we have an old style pusher!
874 InitializeEntity(this, trigger_push_findtarget, INITPRIO_FINDTARGET);
875 this.use = target_push_use;
878 target_push_init(this); // normal push target behaviour can be combined with a legacy pusher?
881 spawnfunc(target_push)
883 target_push_init2(this);
886 spawnfunc(info_notnull)
888 target_push_init(this);
890 spawnfunc(target_position)
892 target_push_init(this);
897 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH, bool isnew)
899 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
900 this.spawnflags = ReadInt24_t();
901 this.active = ReadByte();
902 this.height = ReadCoord();
904 trigger_common_read(this, true);
906 this.entremove = trigger_remove_generic;
907 this.solid = SOLID_TRIGGER;
908 settouch(this, trigger_push_touch);
909 this.move_time = time;
910 defer(this, 0.25, trigger_push_findtarget);
915 NET_HANDLE(ENT_CLIENT_TRIGGER_PUSH_VELOCITY, bool isnew)
917 int mytm = ReadByte(); if(mytm) { this.team = mytm - 1; }
918 this.spawnflags = ReadInt24_t();
919 this.active = ReadByte();
920 this.speed = ReadCoord();
921 this.count = ReadCoord();
923 trigger_common_read(this, true);
925 this.entremove = trigger_remove_generic;
926 this.solid = SOLID_TRIGGER;
927 settouch(this, trigger_push_velocity_touch);
928 this.move_time = time;
933 void target_push_remove(entity this)
935 // strfree(this.classname);
936 strfree(this.targetname);
939 NET_HANDLE(ENT_CLIENT_TARGET_PUSH, bool isnew)
941 this.cnt = ReadByte();
942 this.targetname = strzone(ReadString());
943 this.origin = ReadVector();
945 this.angles = ReadAngleVector();
949 setorigin(this, this.origin);
951 this.drawmask = MASK_NORMAL;
952 this.entremove = target_push_remove;