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)
23 makevectors (to_angles);
26 setorigin (player, to);
27 player.oldorigin = to; // for DP's unsticking
28 player.angles = to_angles;
29 player.fixangle = TRUE;
30 player.velocity = to_velocity;
32 BITXOR_ASSIGN(player.effects, EF_TELEPORT_BIT);
34 if(player.classname == "player")
35 BITCLR_ASSIGN(player.flags, FL_ONGROUND);
37 WarpZone_PostTeleportPlayer_Callback(player);
40 float WarpZone_Teleported_Send(entity to, float sf)
42 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
43 WriteCoord(MSG_ENTITY, self.angles_x);
44 WriteCoord(MSG_ENTITY, self.angles_y);
45 WriteCoord(MSG_ENTITY, self.angles_z);
49 float WarpZone_Teleport(entity player)
51 vector o0, a0, v0, o1, a1, v1;
53 o0 = player.origin + player.view_ofs;
57 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
59 // no failure, we simply don't want to teleport yet; TODO in
60 // this situation we may want to create a temporary clone
61 // entity of the player to fix graphics glitch
63 o1 = WarpZone_TransformOrigin(self, o0);
64 v1 = WarpZone_TransformVelocity(self, v0);
65 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
66 a1 = WarpZone_TransformVAngles(self, player.v_angle);
68 a1 = WarpZone_TransformAngles(self, a0);
70 // put him inside solid
71 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
77 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
78 setorigin(player, o1);
79 if(WarpZoneLib_MoveOutOfSolid(player))
82 setsize(player, mi, ma);
83 setorigin(player, o0);
87 print("would have to put player in solid, won't do that\n");
88 setsize(player, mi, ma);
89 setorigin(player, o0 - player.view_ofs);
90 return 0; // cannot fix
94 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
96 print("inconsistent warp zones or evil roundoff error\n");
100 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
103 WarpZone_RefSys_Add(player, self);
104 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
105 WarpZone_StoreProjectileData(player);
106 player.warpzone_teleport_time = time;
107 player.warpzone_teleport_zone = self;
108 #ifndef WARPZONE_USE_FIXANGLE
109 // instead of fixangle, send the transform to the client for smoother operation
110 player.fixangle = FALSE;
113 setmodel(ts, "null");
114 ts.SendEntity = WarpZone_Teleported_Send;
115 ts.SendFlags = 0xFFFFFF;
116 ts.drawonlytoclient = player;
117 ts.think = SUB_Remove;
118 ts.nextthink = time + 1;
121 ts.effects = EF_NODEPTHTEST;
122 ts.classname = "warpzone_teleported";
123 ts.angles = self.warpzone_transform;
129 void WarpZone_Touch (void)
133 if(other.classname == "trigger_warpzone")
136 // FIXME needs a better check to know what is safe to teleport and what not
137 if(other.movetype == MOVETYPE_NONE)
140 if(WarpZoneLib_ExactTrigger_Touch())
144 if(WarpZone_Teleport(other))
149 save1 = self.target; self.target = string_null;
150 save2 = self.target3; self.target3 = string_null;
152 if not(self.target) self.target = save1;
153 if not(self.target3) self.target3 = save2;
157 save1 = self.target; self.target = string_null;
158 save2 = self.target2; self.target2 = string_null;
160 if not(self.target) self.target = save1;
161 if not(self.target2) self.target2 = save2;
166 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
170 float WarpZone_Send(entity to, float sendflags)
173 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
175 // we must send this flag for clientside to match properly too
177 if(self.warpzone_isboxy)
179 if(self.warpzone_fadestart)
181 if(self.origin != '0 0 0')
183 WriteByte(MSG_ENTITY, f);
185 // we need THESE to render the warpzone (and cull properly)...
188 WriteCoord(MSG_ENTITY, self.origin_x);
189 WriteCoord(MSG_ENTITY, self.origin_y);
190 WriteCoord(MSG_ENTITY, self.origin_z);
193 WriteShort(MSG_ENTITY, self.modelindex);
194 WriteCoord(MSG_ENTITY, self.mins_x);
195 WriteCoord(MSG_ENTITY, self.mins_y);
196 WriteCoord(MSG_ENTITY, self.mins_z);
197 WriteCoord(MSG_ENTITY, self.maxs_x);
198 WriteCoord(MSG_ENTITY, self.maxs_y);
199 WriteCoord(MSG_ENTITY, self.maxs_z);
200 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
202 // we need THESE to calculate the proper transform
203 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
204 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
205 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
206 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
207 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
208 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
209 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
210 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
211 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
212 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
213 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
214 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
218 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
219 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
225 float WarpZone_Camera_Send(entity to, float sendflags)
228 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
230 if(self.warpzone_fadestart)
232 if(self.origin != '0 0 0')
234 WriteByte(MSG_ENTITY, f);
236 // we need THESE to render the warpzone (and cull properly)...
239 WriteCoord(MSG_ENTITY, self.origin_x);
240 WriteCoord(MSG_ENTITY, self.origin_y);
241 WriteCoord(MSG_ENTITY, self.origin_z);
244 WriteShort(MSG_ENTITY, self.modelindex);
245 WriteCoord(MSG_ENTITY, self.mins_x);
246 WriteCoord(MSG_ENTITY, self.mins_y);
247 WriteCoord(MSG_ENTITY, self.mins_z);
248 WriteCoord(MSG_ENTITY, self.maxs_x);
249 WriteCoord(MSG_ENTITY, self.maxs_y);
250 WriteCoord(MSG_ENTITY, self.maxs_z);
251 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
253 // we need THESE to calculate the proper transform
254 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
255 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
256 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
257 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
258 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
259 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
263 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
264 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
270 float WarpZone_CheckProjectileImpact()
272 // if self hit a warpzone, abort
276 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
279 if(self.warpzone_teleport_time == time)
281 // 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)
282 // print("2 warps 1 frame\n");
289 // this approach transports the projectile at its full speed, but does
290 // not properly retain the projectile trail (but we can't retain it
291 // easily anyway without delaying the projectile by two frames, so who
293 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
294 setorigin(self, trace_endpos);
295 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
296 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
298 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
299 mpd = max(vlen(self.mins), vlen(self.maxs));
300 pd = WarpZone_TargetPlaneDist(wz, self.origin);
303 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
304 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
305 if(!WarpZoneLib_MoveOutOfSolid(self))
313 WarpZone_RefSys_Add(self, wz);
314 WarpZone_StoreProjectileData(self);
315 self.warpzone_teleport_time = time;
319 float WarpZone_Projectile_Touch()
322 if(other.classname == "trigger_warpzone")
324 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
326 if((f = WarpZone_CheckProjectileImpact()) != 0)
328 if(self.warpzone_teleport_time == time)
330 // sequence: hit warpzone, get teleported, hit wall
331 // print("2 hits 1 frame\n");
332 setorigin(self, self.warpzone_oldorigin);
333 self.velocity = self.warpzone_oldvelocity;
334 self.angles = self.warpzone_oldangles;
340 void WarpZone_InitStep_FindOriginTarget()
342 if(self.killtarget != "")
344 self.aiment = find(world, targetname, self.killtarget);
345 if(self.aiment == world)
347 error("Warp zone with nonexisting killtarget");
350 self.killtarget = string_null;
354 void WarpZonePosition_InitStep_FindTarget()
356 if(self.target == "")
358 error("Warp zone position with no target");
361 self.enemy = find(world, targetname, self.target);
362 if(self.enemy == world)
364 error("Warp zone position with nonexisting target");
367 if(self.enemy.aiment)
369 // already is positioned
370 error("Warp zone position targeting already oriented warpzone");
373 self.enemy.aiment = self;
376 void WarpZoneCamera_Think(void)
378 if(self.warpzone_save_origin != self.origin
379 || self.warpzone_save_angles != self.angles
380 || self.warpzone_save_eorigin != self.enemy.origin
381 || self.warpzone_save_eangles != self.enemy.angles)
383 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
384 self.warpzone_save_origin = self.origin;
385 self.warpzone_save_angles = self.angles;
386 self.warpzone_save_eorigin = self.enemy.origin;
387 self.warpzone_save_eangles = self.enemy.angles;
389 self.nextthink = time;
392 void WarpZoneCamera_InitStep_FindTarget()
396 if(self.target == "")
398 error("Camera with no target");
402 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
403 if(random() * ++i < 1)
405 if(self.enemy == world)
407 error("Camera with nonexisting target");
410 warpzone_cameras_exist = 1;
411 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
412 self.SendFlags = 0xFFFFFF;
413 if(self.spawnflags & 1)
415 self.think = WarpZoneCamera_Think;
416 self.nextthink = time;
422 void WarpZone_InitStep_UpdateTransform()
424 vector org, ang, norm, point;
426 vector tri, a, b, c, p, q, n;
432 org = 0.5 * (self.mins + self.maxs);
434 norm = point = '0 0 0';
436 for(i_s = 0; ; ++i_s)
438 tex = getsurfacetexture(self, i_s);
440 break; // this is beyond the last one
441 if(tex == "textures/common/trigger" || tex == "trigger")
443 n_t = getsurfacenumtriangles(self, i_s);
444 for(i_t = 0; i_t < n_t; ++i_t)
446 tri = getsurfacetriangle(self, i_s, i_t);
447 a = getsurfacepoint(self, i_s, tri_x);
448 b = getsurfacepoint(self, i_s, tri_y);
449 c = getsurfacepoint(self, i_s, tri_z);
452 n = '1 0 0' * (q_y * p_z - q_z * p_y)
453 + '0 1 0' * (q_z * p_x - q_x * p_z)
454 + '0 0 1' * (q_x * p_y - q_y * p_x);
455 area = area + vlen(n);
457 point = point + vlen(n) * (a + b + c);
462 norm = norm * (1 / area);
463 point = point * (1 / (3 * area));
464 if(vlen(norm) < 0.99)
466 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
467 area = 0; // no autofixing in this case
469 norm = normalize(norm);
474 org = self.aiment.origin;
475 ang = self.aiment.angles;
478 org = org - ((org - point) * norm) * norm; // project to plane
480 if(norm * v_forward < 0)
482 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
485 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
487 if(norm * v_forward < 0.99)
488 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
489 if(vlen(org - self.aiment.origin) > 0.5)
490 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
496 ang = vectoangles(norm);
500 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
502 self.warpzone_origin = org;
503 self.warpzone_angles = ang;
506 void WarpZone_InitStep_ClearTarget()
509 self.enemy.enemy = world;
513 entity warpzone_first; .entity warpzone_next;
514 void WarpZone_InitStep_FindTarget()
522 // this way only one of the two ents needs to target
523 if(self.target != "")
525 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
528 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
530 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
531 if(random() * ++i < 1)
536 error("Warpzone with non-existing target");
544 void WarpZone_Think();
545 void WarpZone_InitStep_FinalizeTransform()
547 if(!self.enemy || self.enemy.enemy != self)
549 error("Invalid warp zone detected. Killed.");
553 warpzone_warpzones_exist = 1;
554 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
555 self.touch = WarpZone_Touch;
556 self.SendFlags = 0xFFFFFF;
557 if(self.spawnflags & 1)
559 self.think = WarpZone_Think;
560 self.nextthink = time;
566 float warpzone_initialized;
567 entity warpzone_first;
568 entity warpzone_position_first;
569 entity warpzone_camera_first;
570 .entity warpzone_next;
571 void spawnfunc_misc_warpzone_position(void)
573 // "target", "angles", "origin"
574 self.warpzone_next = warpzone_position_first;
575 warpzone_position_first = self;
577 void spawnfunc_trigger_warpzone_position(void)
579 spawnfunc_misc_warpzone_position();
581 void spawnfunc_trigger_warpzone(void)
583 // warp zone entities must have:
584 // "killtarget" pointing to a target_position with a direction arrow
585 // that points AWAY from the warp zone, and that is inside
586 // the warp zone trigger
587 // "target" pointing to an identical warp zone at another place in
588 // the map, with another killtarget to designate its
591 #ifndef WARPZONE_USE_FIXANGLE
592 // used when teleporting
593 precache_model("null");
597 self.scale = self.modelscale;
602 WarpZoneLib_ExactTrigger_Init();
606 setmodel(self, m); // no precision needed
608 setorigin(self, self.origin);
610 setsize(self, self.mins * self.scale, self.maxs * self.scale);
612 setsize(self, self.mins, self.maxs);
613 self.SendEntity = WarpZone_Send;
614 self.SendFlags = 0xFFFFFF;
615 BITSET_ASSIGN(self.effects, EF_NODEPTHTEST);
616 self.warpzone_next = warpzone_first;
617 warpzone_first = self;
619 void spawnfunc_func_camera(void)
622 self.scale = self.modelscale;
627 precache_model(self.model);
628 setmodel(self, self.model); // no precision needed
630 setorigin(self, self.origin);
632 setsize(self, self.mins * self.scale, self.maxs * self.scale);
634 setsize(self, self.mins, self.maxs);
636 self.solid = SOLID_BSP;
637 else if(self.solid < 0)
638 self.solid = SOLID_NOT;
639 self.SendEntity = WarpZone_Camera_Send;
640 self.SendFlags = 0xFFFFFF;
641 self.warpzone_next = warpzone_camera_first;
642 warpzone_camera_first = self;
644 void WarpZones_Reconnect()
648 for(self = warpzone_first; self; self = self.warpzone_next)
649 WarpZone_InitStep_ClearTarget();
650 for(self = warpzone_first; self; self = self.warpzone_next)
651 WarpZone_InitStep_FindTarget();
652 for(self = warpzone_camera_first; self; self = self.warpzone_next)
653 WarpZoneCamera_InitStep_FindTarget();
654 for(self = warpzone_first; self; self = self.warpzone_next)
655 WarpZone_InitStep_FinalizeTransform();
659 void WarpZone_Think()
661 if(self.warpzone_save_origin != self.origin
662 || self.warpzone_save_angles != self.angles
663 || self.warpzone_save_eorigin != self.enemy.origin
664 || self.warpzone_save_eangles != self.enemy.angles)
668 WarpZone_InitStep_UpdateTransform();
670 WarpZone_InitStep_UpdateTransform();
672 WarpZone_InitStep_FinalizeTransform();
674 WarpZone_InitStep_FinalizeTransform();
676 self.warpzone_save_origin = self.origin;
677 self.warpzone_save_angles = self.angles;
678 self.warpzone_save_eorigin = self.enemy.origin;
679 self.warpzone_save_eangles = self.enemy.angles;
681 self.nextthink = time;
684 void WarpZone_StartFrame()
687 if(warpzone_initialized == 0)
689 warpzone_initialized = 1;
691 for(self = warpzone_first; self; self = self.warpzone_next)
692 WarpZone_InitStep_FindOriginTarget();
693 for(self = warpzone_position_first; self; self = self.warpzone_next)
694 WarpZonePosition_InitStep_FindTarget();
695 for(self = warpzone_first; self; self = self.warpzone_next)
696 WarpZone_InitStep_UpdateTransform();
698 WarpZones_Reconnect();
701 if(warpzone_warpzones_exist)
703 entity oldself, oldother;
706 for(e = world; (e = nextent(e)); )
708 WarpZone_StoreProjectileData(e);
711 if(f == CLIENTTYPE_REAL)
713 if(e.solid != SOLID_NOT) // not spectating?
715 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
717 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
721 if(WarpZoneLib_ExactTrigger_Touch())
723 WarpZone_Teleport(e); // NOT triggering targets by this!
725 if(f == CLIENTTYPE_NOTACLIENT)
727 for(; (e = nextent(e)); )
728 WarpZone_StoreProjectileData(e);
737 .float warpzone_reconnecting;
738 float visible_to_some_client(entity ent)
741 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
742 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
743 if(checkpvs(e.origin + e.view_ofs, ent))
747 void trigger_warpzone_reconnect_use()
751 // NOTE: this matches for target, not targetname, but of course
752 // targetname must be set too on the other entities
753 for(self = warpzone_first; self; self = self.warpzone_next)
754 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
755 for(self = warpzone_camera_first; self; self = self.warpzone_next)
756 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
757 for(self = warpzone_first; self; self = self.warpzone_next)
758 if(self.warpzone_reconnecting)
759 WarpZone_InitStep_ClearTarget();
760 for(self = warpzone_first; self; self = self.warpzone_next)
761 if(self.warpzone_reconnecting)
762 WarpZone_InitStep_FindTarget();
763 for(self = warpzone_camera_first; self; self = self.warpzone_next)
764 if(self.warpzone_reconnecting)
765 WarpZoneCamera_InitStep_FindTarget();
766 for(self = warpzone_first; self; self = self.warpzone_next)
767 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
768 WarpZone_InitStep_FinalizeTransform();
772 void spawnfunc_trigger_warpzone_reconnect()
774 self.use = trigger_warpzone_reconnect_use;
777 void spawnfunc_target_warpzone_reconnect()
779 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
782 void WarpZone_PlayerPhysics_FixVAngle(void)
784 #ifndef WARPZONE_DONT_FIX_VANGLE
785 if(clienttype(self) == CLIENTTYPE_REAL)
786 if(self.v_angle_z <= 360) // if not already adjusted
787 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
789 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
790 self.v_angle_z += 720; // mark as adjusted