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1 #define PORTALS_ARE_NOT_SOLID
2
3 #define SAFENUDGE '1 1 1'
4 #define SAFERNUDGE '8 8 8'
5
6 .vector portal_transform;
7 .vector portal_safe_origin;
8 .float portal_wants_to_vanish;
9 .float portal_activatetime;
10 .float savemodelindex;
11
12 float PlayerEdgeDistance(entity p, vector v)
13 {
14         vector vbest;
15
16         if(v_x < 0) vbest_x = p.mins_x; else vbest_x = p.maxs_x;
17         if(v_y < 0) vbest_y = p.mins_y; else vbest_y = p.maxs_y;
18         if(v_z < 0) vbest_z = p.mins_z; else vbest_z = p.maxs_z;
19
20         return vbest * v;
21 }
22
23 vector Portal_ApplyTransformToPlayerAngle(vector transform, vector vangle)
24 {
25         vector old_forward, old_up;
26         vector old_yawforward;
27         vector new_forward, new_up;
28         vector new_yawforward;
29
30         vector ang;
31         ang = vangle;
32         /*
33            ang_x = bound(-89, mod(-ang_x + 180, 360) - 180, 89);
34            ang = AnglesTransform_ApplyToVAngles(transform, ang);
35          */
36
37         // PLAYERS use different math
38 #ifndef POSITIVE_PITCH_IS_DOWN
39         ang_x = -ang_x;
40 #endif
41
42         //print("reference: ", vtos(AnglesTransform_ApplyToVAngles(transform, ang)), "\n");
43
44         fixedmakevectors(ang);
45         old_forward = v_forward;
46         old_up = v_up;
47         fixedmakevectors(ang_y * '0 1 0');
48         old_yawforward = v_forward;
49
50         // their aiming directions are portalled...
51         new_forward = AnglesTransform_Apply(transform, old_forward);
52         new_up = AnglesTransform_Apply(transform, old_up);
53         new_yawforward = AnglesTransform_Apply(transform, old_yawforward);
54
55         // but now find a new sense of direction
56         // this is NOT easy!
57         // assume new_forward points straight up.
58         // What is our yaw?
59         //
60         // new_up could now point forward OR backward... which direction to choose?
61
62         if(new_forward_z > 0.7 || new_forward_z < -0.7) // far up; in this case, the "up" vector points backwards
63         {
64                 // new_yawforward and new_yawup define the new aiming half-circle
65                 // we "just" need to find out whether new_up or -new_up is in that half circle
66                 ang = fixedvectoangles(new_forward); // this still gets us a nice pitch value...
67                 if(new_up * new_yawforward < 0)
68                         new_up = -1 * new_up;
69                 ang_y = vectoyaw(new_up); // this vector is the yaw we want
70                 //print("UP/DOWN path: ", vtos(ang), "\n");
71         }
72         else
73         {
74                 // good angles; here, "forward" suffices
75                 ang = fixedvectoangles(new_forward);
76                 //print("GOOD path: ", vtos(ang), "\n");
77         }
78
79 #ifndef POSITIVE_PITCH_IS_DOWN
80         ang_x = -ang_x;
81 #endif
82         ang_z = vangle_z;
83         return ang;
84 }
85
86 .vector right_vector;
87 float Portal_TeleportPlayer(entity teleporter, entity player)
88 {
89         vector from, to, safe, step, transform, ang, newvel;
90         float planeshift, s, t;
91
92         if (!teleporter.enemy)
93         {
94                 backtrace("Portal_TeleportPlayer called without other portal being set. Stop.");
95                 return 0;
96         }
97
98         from = teleporter.origin;
99         transform = teleporter.portal_transform;
100
101         to = teleporter.enemy.origin;
102         to = to + AnglesTransform_Apply(teleporter.portal_transform, player.origin - from);
103         newvel = AnglesTransform_Apply(transform, player.velocity);
104         // this now is INSIDE the plane... can't use that
105
106         // shift it out
107         fixedmakevectors(teleporter.enemy.mangle);
108
109         // first shift it ON the plane if needed
110         planeshift = ((teleporter.enemy.origin - to) * v_forward) + PlayerEdgeDistance(player, v_forward) + 1;
111         /*
112         if(planeshift > 0 && (newvel * v_forward) > vlen(newvel) * 0.01)
113                 // if we can't, let us not do the planeshift and do somewhat incorrect transformation in the end
114                 to += newvel * (planeshift / (newvel * v_forward));
115         else
116         */
117                 to += v_forward * planeshift;
118
119         s = (to - teleporter.enemy.origin) * v_right;
120         t = (to - teleporter.enemy.origin) * v_up;
121         s = bound(-48, s, 48);
122         t = bound(-48, t, 48);
123         to = teleporter.enemy.origin
124            + ((to - teleporter.enemy.origin) * v_forward) * v_forward
125            +     s                                        * v_right
126            +     t                                        * v_up;
127
128         safe = teleporter.enemy.portal_safe_origin; // a valid player origin
129         step = to + ((safe - to) * v_forward) * v_forward;
130         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, step, MOVE_NOMONSTERS, player);
131         if(trace_startsolid)
132         {
133                 print("'safe' teleport location is not safe!\n");
134                 // FAIL TODO why does this happen?
135                 return 0;
136         }
137         safe = trace_endpos + normalize(safe - trace_endpos) * 0;
138         tracebox(safe, player.mins - SAFENUDGE, player.maxs + SAFENUDGE, to, MOVE_NOMONSTERS, player);
139         if(trace_startsolid)
140         {
141                 print("trace_endpos in solid, this can't be!\n");
142                 // FAIL TODO why does this happen? (reported by MrBougo)
143                 return 0;
144         }
145         to = trace_endpos + normalize(safe - trace_endpos) * 0;
146         //print(vtos(to), "\n");
147
148         // ang_x stuff works around weird quake angles
149         if(IS_PLAYER(player))
150                 ang = Portal_ApplyTransformToPlayerAngle(transform, player.v_angle);
151         else
152                 ang = AnglesTransform_ApplyToAngles(transform, player.angles);
153
154         // factor -1 allows chaining portals, but may be weird
155         player.right_vector = -1 * AnglesTransform_Apply(transform, player.right_vector);
156
157         entity oldself = self;
158         self = player;
159         MUTATOR_CALLHOOK(PortalTeleport);
160         player = self;
161         self = oldself;
162
163         if (!teleporter.enemy)
164         {
165                 backtrace("Portal_TeleportPlayer ended up without other portal being set BEFORE TeleportPlayer. Stop.");
166                 return 0;
167         }
168
169         tdeath_hit = 0;
170         TeleportPlayer(teleporter, player, to, ang, newvel, teleporter.enemy.absmin, teleporter.enemy.absmax, TELEPORT_FLAGS_PORTAL);
171         if(tdeath_hit)
172         {
173                 // telefrag within 1 second of portal creation = amazing
174                 if(time < teleporter.teleport_time + 1)
175                         Send_Notification(NOTIF_ONE, player, MSG_ANNCE, ANNCE_ACHIEVEMENT_AMAZING);
176         }
177
178         if (!teleporter.enemy)
179         {
180                 backtrace("Portal_TeleportPlayer ended up without other portal being set AFTER TeleportPlayer. Stop.");
181                 return 0;
182         }
183
184         // reset fade counter
185         teleporter.portal_wants_to_vanish = 0;
186         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
187         teleporter.health = autocvar_g_balance_portal_health;
188         teleporter.enemy.health = autocvar_g_balance_portal_health;
189
190         return 1;
191 }
192
193 float Portal_FindSafeOrigin(entity portal)
194 {
195         vector o;
196         o = portal.origin;
197         portal.mins = PL_MIN - SAFERNUDGE;
198         portal.maxs = PL_MAX + SAFERNUDGE;
199         fixedmakevectors(portal.mangle);
200         portal.origin += 16 * v_forward;
201         if(!move_out_of_solid(portal))
202         {
203 #ifdef DEBUG
204                 print("NO SAFE ORIGIN\n");
205 #endif
206                 return 0;
207         }
208         portal.portal_safe_origin = portal.origin;
209         setorigin(portal, o);
210         return 1;
211 }
212
213 float Portal_WillHitPlane(vector eorg, vector emins, vector emaxs, vector evel, vector porg, vector pnorm, float psize)
214 {
215         float dist, distpersec, delta;
216         vector v;
217
218         dist = (eorg - porg) * pnorm;
219         dist += min(emins_x * pnorm_x, emaxs_x * pnorm_x);
220         dist += min(emins_y * pnorm_y, emaxs_y * pnorm_y);
221         dist += min(emins_z * pnorm_z, emaxs_z * pnorm_z);
222         if(dist < -1) // other side?
223                 return 0;
224 #ifdef PORTALS_ARE_NOT_SOLID
225         distpersec = evel * pnorm;
226         if(distpersec >= 0) // going away from the portal?
227                 return 0;
228         // we don't need this check with solid portals, them being SOLID_BSP should suffice
229         delta = dist / distpersec;
230         v = eorg - evel * delta - porg;
231         v = v - pnorm * (pnorm * v);
232         return vlen(v) < psize;
233 #else
234         return 1;
235 #endif
236 }
237
238 void Portal_Touch()
239 {
240         vector g;
241
242 #ifdef PORTALS_ARE_NOT_SOLID
243         // portal is being removed?
244         if(self.solid != SOLID_TRIGGER)
245                 return; // possibly engine bug
246
247         if(IS_PLAYER(other))
248                 return; // handled by think
249 #endif
250
251         if(other.classname == "item_flag_team")
252                 return; // never portal these
253
254         if(other.classname == "grapplinghook")
255                 return; // handled by think
256
257         if(!autocvar_g_vehicles_teleportable)
258         if(other.vehicle_flags & VHF_ISVEHICLE)
259                 return; // no teleporting vehicles?
260
261         if(!self.enemy)
262                 error("Portal_Touch called for a broken portal\n");
263
264 #ifdef PORTALS_ARE_NOT_SOLID
265         if(trace_fraction < 1)
266                 return; // only handle TouchAreaGrid ones (only these can teleport)
267 #else
268         if(trace_fraction >= 1)
269                 return; // only handle impacts
270 #endif
271
272         if(other.classname == "porto")
273         {
274                 if(other.portal_id == self.portal_id)
275                         return;
276         }
277         if(time < self.portal_activatetime)
278                 if(other == self.aiment)
279                 {
280                         self.portal_activatetime = time + 0.1;
281                         return;
282                 }
283         if(other != self.aiment)
284                 if(IS_PLAYER(other))
285                         if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
286                                 return; // cannot go through someone else's portal
287         if(other.aiment != self.aiment)
288                 if(IS_PLAYER(other.aiment))
289                         if(IS_INDEPENDENT_PLAYER(other.aiment) || IS_INDEPENDENT_PLAYER(self.aiment))
290                                 return; // cannot go through someone else's portal
291         fixedmakevectors(self.mangle);
292         g = frametime * '0 0 -1' * autocvar_sv_gravity;
293         if(!Portal_WillHitPlane(other.origin, other.mins, other.maxs, other.velocity + g, self.origin, v_forward, self.maxs_x))
294                 return;
295
296         /*
297         if(other.mins_x < PL_MIN_x || other.mins_y < PL_MIN_y || other.mins_z < PL_MIN_z
298         || other.maxs_x > PL_MAX_x || other.maxs_y > PL_MAX_y || other.maxs_z > PL_MAX_z)
299         {
300                 // can't teleport this
301                 return;
302         }
303         */
304
305         if(Portal_TeleportPlayer(self, other))
306                 if(other.classname == "porto")
307                         if(other.effects & EF_RED)
308                                 other.effects += EF_BLUE - EF_RED;
309 }
310
311 void Portal_Think();
312 void Portal_MakeBrokenPortal(entity portal)
313 {
314         portal.skin = 2;
315         portal.solid = SOLID_NOT;
316         portal.touch = func_null;
317         portal.think = func_null;
318         portal.effects = 0;
319         portal.nextthink = 0;
320         portal.takedamage = DAMAGE_NO;
321 }
322
323 void Portal_MakeWaitingPortal(entity portal)
324 {
325         portal.skin = 2;
326         portal.solid = SOLID_NOT;
327         portal.touch = func_null;
328         portal.think = func_null;
329         portal.effects = EF_ADDITIVE;
330         portal.nextthink = 0;
331         portal.takedamage = DAMAGE_YES;
332 }
333
334 void Portal_MakeInPortal(entity portal)
335 {
336         portal.skin = 0;
337         portal.solid = SOLID_NOT; // this is done when connecting them!
338         portal.touch = Portal_Touch;
339         portal.think = Portal_Think;
340         portal.effects = EF_RED;
341         portal.nextthink = time;
342         portal.takedamage = DAMAGE_NO;
343 }
344
345 void Portal_MakeOutPortal(entity portal)
346 {
347         portal.skin = 1;
348         portal.solid = SOLID_NOT;
349         portal.touch = func_null;
350         portal.think = func_null;
351         portal.effects = EF_STARDUST | EF_BLUE;
352         portal.nextthink = 0;
353         portal.takedamage = DAMAGE_YES;
354 }
355
356 void Portal_Disconnect(entity teleporter, entity destination)
357 {
358         teleporter.enemy = world;
359         destination.enemy = world;
360         Portal_MakeBrokenPortal(teleporter);
361         Portal_MakeBrokenPortal(destination);
362 }
363
364 void Portal_Connect(entity teleporter, entity destination)
365 {
366         teleporter.portal_transform = AnglesTransform_RightDivide(AnglesTransform_TurnDirectionFR(destination.mangle), teleporter.mangle);
367
368         teleporter.enemy = destination;
369         destination.enemy = teleporter;
370         Portal_MakeInPortal(teleporter);
371         Portal_MakeOutPortal(destination);
372         teleporter.fade_time = time + autocvar_g_balance_portal_lifetime;
373         destination.fade_time = teleporter.fade_time;
374         teleporter.portal_wants_to_vanish = 0;
375         destination.portal_wants_to_vanish = 0;
376         teleporter.teleport_time = time;
377 #ifdef PORTALS_ARE_NOT_SOLID
378         teleporter.solid = SOLID_TRIGGER;
379 #else
380         teleporter.solid = SOLID_BSP;
381 #endif
382 }
383
384 void Portal_Remove(entity portal, float killed)
385 {
386         entity e;
387         e = portal.enemy;
388
389         if(e)
390         {
391                 Portal_Disconnect(portal, e);
392                 Portal_Remove(e, killed);
393         }
394
395         if(portal == portal.aiment.portal_in)
396                 portal.aiment.portal_in = world;
397         if(portal == portal.aiment.portal_out)
398                 portal.aiment.portal_out = world;
399         //portal.aiment = world;
400
401         // makes the portal vanish
402         if(killed)
403         {
404                 fixedmakevectors(portal.mangle);
405                 sound(portal, CH_SHOTS, "porto/explode.wav", VOL_BASE, ATTEN_NORM);
406                 pointparticles(particleeffectnum("rocket_explode"), portal.origin + v_forward * 16, v_forward * 1024, 4);
407                 remove(portal);
408         }
409         else
410         {
411                 Portal_MakeBrokenPortal(portal);
412                 sound(portal, CH_SHOTS, "porto/expire.wav", VOL_BASE, ATTEN_NORM);
413                 SUB_SetFade(portal, time, 0.5);
414         }
415 }
416
417 void Portal_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
418 {
419         if(deathtype == DEATH_TELEFRAG)
420                 return;
421         if(attacker != self.aiment)
422                 if(IS_INDEPENDENT_PLAYER(attacker) || IS_INDEPENDENT_PLAYER(self.aiment))
423                         return;
424         self.health -= damage;
425         if(self.health < 0)
426                 Portal_Remove(self, 1);
427 }
428
429 void Portal_Think_TryTeleportPlayer(entity e, vector g)
430 {
431         if(!Portal_WillHitPlane(e.origin, e.mins, e.maxs, e.velocity + g, self.origin, v_forward, self.maxs_x))
432                 return;
433
434         // if e would hit the portal in a frame...
435         // already teleport him
436         tracebox(e.origin, e.mins, e.maxs, e.origin + e.velocity * 2 * frametime, MOVE_NORMAL, e);
437         if(trace_ent == self)
438                 Portal_TeleportPlayer(self, e);
439 }
440
441 void Portal_Think()
442 {
443         entity e, o;
444         vector g;
445
446 #ifdef PORTALS_ARE_NOT_SOLID
447         // portal is being removed?
448         if(self.solid != SOLID_TRIGGER)
449                 return; // possibly engine bug
450
451         if(!self.enemy)
452                 error("Portal_Think called for a broken portal\n");
453
454         o = self.aiment;
455         self.solid = SOLID_BBOX;
456         self.aiment = world;
457
458         g = frametime * '0 0 -1' * autocvar_sv_gravity;
459
460         fixedmakevectors(self.mangle);
461
462         FOR_EACH_PLAYER(e)
463         {
464                 if(e != o)
465                         if(IS_INDEPENDENT_PLAYER(e) || IS_INDEPENDENT_PLAYER(o))
466                                 continue; // cannot go through someone else's portal
467
468                 if(e != o || time >= self.portal_activatetime)
469                         Portal_Think_TryTeleportPlayer(e, g);
470
471                 if(e.hook)
472                         Portal_Think_TryTeleportPlayer(e.hook, g);
473         }
474         self.solid = SOLID_TRIGGER;
475         self.aiment = o;
476 #endif
477
478         self.nextthink = time;
479
480         if(time > self.fade_time)
481                 Portal_Remove(self, 0);
482 }
483
484 float Portal_Customize()
485 {
486         if(IS_SPEC(other))
487                 other = other.enemy;
488         if(other == self.aiment)
489         {
490                 self.modelindex = self.savemodelindex;
491         }
492         else if(IS_INDEPENDENT_PLAYER(other) || IS_INDEPENDENT_PLAYER(self.aiment))
493         {
494                 self.modelindex = 0;
495         }
496         else
497         {
498                 self.modelindex = self.savemodelindex;
499         }
500         return TRUE;
501 }
502
503 // cleanup:
504 //   when creating in-portal:
505 //     disconnect
506 //     clear existing in-portal
507 //     set as in-portal
508 //     connect
509 //   when creating out-portal:
510 //     disconnect
511 //     clear existing out-portal
512 //     set as out-portal
513 //   when player dies:
514 //     disconnect portals
515 //     clear both portals
516 //   after timeout of in-portal:
517 //     disconnect portals
518 //     clear both portals
519 //   TODO: ensure only one portal shot at once
520 float Portal_SetInPortal(entity own, entity portal)
521 {
522         if(own.portal_in)
523         {
524                 if(own.portal_out)
525                         Portal_Disconnect(own.portal_in, own.portal_out);
526                 Portal_Remove(own.portal_in, 0);
527         }
528         own.portal_in = portal;
529         if(own.portal_out)
530         {
531                 own.portal_out.portal_id = portal.portal_id;
532                 Portal_Connect(own.portal_in, own.portal_out);
533         }
534         return 2;
535 }
536 float Portal_SetOutPortal(entity own, entity portal)
537 {
538         if(own.portal_out)
539         {
540                 if(own.portal_in)
541                         Portal_Disconnect(own.portal_in, own.portal_out);
542                 Portal_Remove(own.portal_out, 0);
543         }
544         own.portal_out = portal;
545         if(own.portal_in)
546         {
547                 own.portal_in.portal_id = portal.portal_id;
548                 Portal_Connect(own.portal_in, own.portal_out);
549         }
550         return 1;
551 }
552 void Portal_ClearAll_PortalsOnly(entity own)
553 {
554         if(own.portal_in)
555                 Portal_Remove(own.portal_in, 0);
556         if(own.portal_out)
557                 Portal_Remove(own.portal_out, 0);
558 }
559 void Portal_ClearAll(entity own)
560 {
561         Portal_ClearAll_PortalsOnly(own);
562         W_Porto_Remove(own);
563 }
564 void Portal_RemoveLater_Think()
565 {
566         Portal_Remove(self, self.cnt);
567 }
568 void Portal_RemoveLater(entity portal, float kill)
569 {
570         Portal_MakeBrokenPortal(portal);
571         portal.cnt = kill;
572         portal.think = Portal_RemoveLater_Think;
573         portal.nextthink = time;
574 }
575 void Portal_ClearAllLater_PortalsOnly(entity own)
576 {
577         if(own.portal_in)
578                 Portal_RemoveLater(own.portal_in, 0);
579         if(own.portal_out)
580                 Portal_RemoveLater(own.portal_out, 0);
581 }
582 void Portal_ClearAllLater(entity own)
583 {
584         Portal_ClearAllLater_PortalsOnly(own);
585         W_Porto_Remove(own);
586 }
587 void Portal_ClearWithID(entity own, float id)
588 {
589         if(own.portal_in)
590                 if(own.portal_in.portal_id == id)
591                 {
592                         if(own.portal_out)
593                                 Portal_Disconnect(own.portal_in, own.portal_out);
594                         Portal_Remove(own.portal_in, 0);
595                 }
596         if(own.portal_out)
597                 if(own.portal_out.portal_id == id)
598                 {
599                         if(own.portal_in)
600                                 Portal_Disconnect(own.portal_in, own.portal_out);
601                         Portal_Remove(own.portal_out, 0);
602                 }
603 }
604
605 entity Portal_Spawn(entity own, vector org, vector ang)
606 {
607         entity portal;
608
609         fixedmakevectors(ang);
610         if(!CheckWireframeBox(own, org - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
611                 return world;
612
613         portal = spawn();
614         portal.classname = "portal";
615         portal.aiment = own;
616         setorigin(portal, org);
617         portal.mangle = ang;
618         portal.angles = ang;
619         portal.angles_x = -portal.angles_x; // is a bmodel
620         portal.think = Portal_Think;
621         portal.nextthink = 0;
622         portal.portal_activatetime = time + 0.1;
623         portal.takedamage = DAMAGE_AIM;
624         portal.event_damage = Portal_Damage;
625         portal.fade_time = time + autocvar_g_balance_portal_lifetime;
626         portal.health = autocvar_g_balance_portal_health;
627         setmodel(portal, "models/portal.md3");
628         portal.savemodelindex = portal.modelindex;
629         portal.customizeentityforclient = Portal_Customize;
630
631         if(!Portal_FindSafeOrigin(portal))
632         {
633                 remove(portal);
634                 return world;
635         }
636
637         setsize(portal, '-48 -48 -48', '48 48 48');
638         Portal_MakeWaitingPortal(portal);
639
640         return portal;
641 }
642
643 float Portal_SpawnInPortalAtTrace(entity own, vector dir, float portal_id_val)
644 {
645         entity portal;
646         vector ang;
647         vector org;
648
649         org = trace_endpos;
650         ang = fixedvectoangles2(trace_plane_normal, dir);
651         fixedmakevectors(ang);
652
653         portal = Portal_Spawn(own, org, ang);
654         if(!portal)
655                 return 0;
656
657         portal.portal_id = portal_id_val;
658         Portal_SetInPortal(own, portal);
659
660         return 1;
661 }
662
663 float Portal_SpawnOutPortalAtTrace(entity own, vector dir, float portal_id_val)
664 {
665         entity portal;
666         vector ang;
667         vector org;
668
669         org = trace_endpos;
670         ang = fixedvectoangles2(trace_plane_normal, dir);
671         fixedmakevectors(ang);
672
673         portal = Portal_Spawn(own, org, ang);
674         if(!portal)
675                 return 0;
676
677         portal.portal_id = portal_id_val;
678         Portal_SetOutPortal(own, portal);
679
680         return 1;
681 }