1 .vector warpzone_oldorigin, warpzone_oldvelocity, warpzone_oldangles;
2 .float warpzone_teleport_time;
3 .entity warpzone_teleport_zone;
5 void WarpZone_StoreProjectileData(entity e)
7 e.warpzone_oldorigin = e.origin;
8 e.warpzone_oldvelocity = e.velocity;
9 e.warpzone_oldangles = e.angles;
12 void WarpZone_TeleportPlayer(entity teleporter, entity player, vector to, vector to_angles, vector to_velocity)
16 makevectors (to_angles);
19 setorigin (player, to);
20 player.oldorigin = to; // for DP's unsticking
21 player.angles = to_angles;
22 player.fixangle = TRUE;
23 player.velocity = to_velocity;
25 if(player.effects & EF_TELEPORT_BIT)
26 player.effects &~= EF_TELEPORT_BIT;
28 player.effects |= EF_TELEPORT_BIT;
30 if(player.classname == "player")
31 player.flags &~= FL_ONGROUND;
33 WarpZone_PostTeleportPlayer_Callback(player);
36 float WarpZone_Teleported_Send(entity to, float sf)
38 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_TELEPORTED);
39 WriteCoord(MSG_ENTITY, self.angles_x);
40 WriteCoord(MSG_ENTITY, self.angles_y);
41 WriteCoord(MSG_ENTITY, self.angles_z);
45 float WarpZone_Teleport(entity player)
47 vector o0, a0, v0, o1, a1, v1;
49 o0 = player.origin + player.view_ofs;
53 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
55 // no failure, we simply don't want to teleport yet; TODO in
56 // this situation we may want to create a temporary clone
57 // entity of the player to fix graphics glitch
59 o1 = WarpZone_TransformOrigin(self, o0);
60 v1 = WarpZone_TransformVelocity(self, v0);
61 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
62 a1 = WarpZone_TransformVAngles(self, player.v_angle);
64 a1 = WarpZone_TransformAngles(self, a0);
66 // put him inside solid
67 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
73 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
74 setorigin(player, o1);
75 if(WarpZoneLib_MoveOutOfSolid(player))
78 setsize(player, mi, ma);
79 setorigin(player, o0);
83 print("would have to put player in solid, won't do that\n");
84 setsize(player, mi, ma);
85 setorigin(player, o0 - player.view_ofs);
86 return 0; // cannot fix
90 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
92 print("inconsistent warp zones or evil roundoff error\n");
96 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
99 WarpZone_RefSys_Add(player, self);
100 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
101 WarpZone_StoreProjectileData(player);
102 player.warpzone_teleport_time = time;
103 player.warpzone_teleport_zone = self;
104 #ifndef WARPZONE_USE_FIXANGLE
105 // instead of fixangle, send the transform to the client for smoother operation
106 player.fixangle = FALSE;
109 setmodel(ts, "null");
110 ts.SendEntity = WarpZone_Teleported_Send;
111 ts.SendFlags = 0xFFFFFF;
112 ts.drawonlytoclient = player;
113 ts.think = SUB_Remove;
114 ts.nextthink = time + 1;
117 ts.effects = EF_NODEPTHTEST;
118 ts.classname = "warpzone_teleported";
119 ts.angles = self.warpzone_transform;
125 void WarpZone_Touch (void)
129 if(other.classname == "trigger_warpzone")
132 // FIXME needs a better check to know what is safe to teleport and what not
133 if(other.movetype == MOVETYPE_NONE)
136 if(WarpZoneLib_ExactTrigger_Touch())
140 if(WarpZone_Teleport(other))
145 save1 = self.target; self.target = string_null;
146 save2 = self.target3; self.target3 = string_null;
148 if not(self.target) self.target = save1;
149 if not(self.target3) self.target3 = save2;
153 save1 = self.target; self.target = string_null;
154 save2 = self.target2; self.target2 = string_null;
156 if not(self.target) self.target = save1;
157 if not(self.target2) self.target2 = save2;
162 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
166 float WarpZone_Send(entity to, float sendflags)
169 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
171 // we must send this flag for clientside to match properly too
173 if(self.warpzone_isboxy)
175 if(self.warpzone_fadestart)
177 if(self.origin != '0 0 0')
179 WriteByte(MSG_ENTITY, f);
181 // we need THESE to render the warpzone (and cull properly)...
184 WriteCoord(MSG_ENTITY, self.origin_x);
185 WriteCoord(MSG_ENTITY, self.origin_y);
186 WriteCoord(MSG_ENTITY, self.origin_z);
189 WriteShort(MSG_ENTITY, self.modelindex);
190 WriteCoord(MSG_ENTITY, self.mins_x);
191 WriteCoord(MSG_ENTITY, self.mins_y);
192 WriteCoord(MSG_ENTITY, self.mins_z);
193 WriteCoord(MSG_ENTITY, self.maxs_x);
194 WriteCoord(MSG_ENTITY, self.maxs_y);
195 WriteCoord(MSG_ENTITY, self.maxs_z);
196 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
198 // we need THESE to calculate the proper transform
199 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
200 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
201 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
202 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
203 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
204 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
205 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
206 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
207 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
208 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
209 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
210 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
214 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
215 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
221 float WarpZone_Camera_Send(entity to, float sendflags)
224 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
226 if(self.warpzone_fadestart)
228 if(self.origin != '0 0 0')
230 WriteByte(MSG_ENTITY, f);
232 // we need THESE to render the warpzone (and cull properly)...
235 WriteCoord(MSG_ENTITY, self.origin_x);
236 WriteCoord(MSG_ENTITY, self.origin_y);
237 WriteCoord(MSG_ENTITY, self.origin_z);
240 WriteShort(MSG_ENTITY, self.modelindex);
241 WriteCoord(MSG_ENTITY, self.mins_x);
242 WriteCoord(MSG_ENTITY, self.mins_y);
243 WriteCoord(MSG_ENTITY, self.mins_z);
244 WriteCoord(MSG_ENTITY, self.maxs_x);
245 WriteCoord(MSG_ENTITY, self.maxs_y);
246 WriteCoord(MSG_ENTITY, self.maxs_z);
247 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
249 // we need THESE to calculate the proper transform
250 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
251 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
252 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
253 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
254 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
255 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
259 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
260 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
266 float WarpZone_CheckProjectileImpact()
268 // if self hit a warpzone, abort
272 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
275 if(self.warpzone_teleport_time == time)
277 // 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)
278 // print("2 warps 1 frame\n");
285 // this approach transports the projectile at its full speed, but does
286 // not properly retain the projectile trail (but we can't retain it
287 // easily anyway without delaying the projectile by two frames, so who
289 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
290 setorigin(self, trace_endpos);
291 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
292 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
294 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
295 mpd = max(vlen(self.mins), vlen(self.maxs));
296 pd = WarpZone_TargetPlaneDist(wz, self.origin);
299 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
300 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
301 if(!WarpZoneLib_MoveOutOfSolid(self))
309 WarpZone_RefSys_Add(self, wz);
310 WarpZone_StoreProjectileData(self);
311 self.warpzone_teleport_time = time;
315 float WarpZone_Projectile_Touch()
318 if(other.classname == "trigger_warpzone")
320 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
322 if((f = WarpZone_CheckProjectileImpact()) != 0)
324 if(self.warpzone_teleport_time == time)
326 // sequence: hit warpzone, get teleported, hit wall
327 // print("2 hits 1 frame\n");
328 setorigin(self, self.warpzone_oldorigin);
329 self.velocity = self.warpzone_oldvelocity;
330 self.angles = self.warpzone_oldangles;
336 void WarpZone_InitStep_FindOriginTarget()
338 if(self.killtarget != "")
340 self.aiment = find(world, targetname, self.killtarget);
341 if(self.aiment == world)
343 error("Warp zone with nonexisting killtarget");
346 self.killtarget = string_null;
350 void WarpZonePosition_InitStep_FindTarget()
352 if(self.target == "")
354 error("Warp zone position with no target");
357 self.enemy = find(world, targetname, self.target);
358 if(self.enemy == world)
360 error("Warp zone position with nonexisting target");
363 if(self.enemy.aiment)
365 // already is positioned
366 error("Warp zone position targeting already oriented warpzone");
369 self.enemy.aiment = self;
372 void WarpZoneCamera_InitStep_FindTarget()
376 if(self.target == "")
378 error("Camera with no target");
382 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
383 if(random() * ++i < 1)
385 if(self.enemy == world)
387 error("Camera with nonexisting target");
390 warpzone_cameras_exist = 1;
391 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
392 self.SendFlags = 0xFFFFFF;
395 void WarpZone_InitStep_UpdateTransform()
397 vector org, ang, norm, point;
399 vector tri, a, b, c, p, q, n;
405 org = 0.5 * (self.mins + self.maxs);
407 norm = point = '0 0 0';
409 for(i_s = 0; ; ++i_s)
411 tex = getsurfacetexture(self, i_s);
413 break; // this is beyond the last one
414 if(tex == "textures/common/trigger")
416 n_t = getsurfacenumtriangles(self, i_s);
417 for(i_t = 0; i_t < n_t; ++i_t)
419 tri = getsurfacetriangle(self, i_s, i_t);
420 a = getsurfacepoint(self, i_s, tri_x);
421 b = getsurfacepoint(self, i_s, tri_y);
422 c = getsurfacepoint(self, i_s, tri_z);
425 n = '1 0 0' * (q_y * p_z - q_z * p_y)
426 + '0 1 0' * (q_z * p_x - q_x * p_z)
427 + '0 0 1' * (q_x * p_y - q_y * p_x);
428 area = area + vlen(n);
430 point = point + vlen(n) * (a + b + c);
435 norm = norm * (1 / area);
436 point = point * (1 / (3 * area));
437 if(vlen(norm) < 0.99)
439 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
440 area = 0; // no autofixing in this case
442 norm = normalize(norm);
447 org = self.aiment.origin;
448 ang = self.aiment.angles;
451 org = org - ((org - point) * norm) * norm; // project to plane
453 if(norm * v_forward < 0)
455 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
458 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
460 if(norm * v_forward < 0.99)
461 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
462 if(vlen(org - self.aiment.origin) > 0.5)
463 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
469 ang = vectoangles(norm);
473 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
475 self.warpzone_origin = org;
476 self.warpzone_angles = ang;
479 void WarpZone_InitStep_ClearTarget()
482 self.enemy.enemy = world;
486 entity warpzone_first; .entity warpzone_next;
487 void WarpZone_InitStep_FindTarget()
495 // this way only one of the two ents needs to target
496 if(self.target != "")
498 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
501 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
503 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
504 if(random() * ++i < 1)
509 error("Warpzone with non-existing target");
517 void WarpZone_InitStep_FinalizeTransform()
519 if(!self.enemy || self.enemy.enemy != self)
521 error("Invalid warp zone detected. Killed.");
525 warpzone_warpzones_exist = 1;
526 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
527 self.touch = WarpZone_Touch;
528 self.SendFlags = 0xFFFFFF;
531 float warpzone_initialized;
532 entity warpzone_first;
533 entity warpzone_position_first;
534 entity warpzone_camera_first;
535 .entity warpzone_next;
536 void spawnfunc_misc_warpzone_position(void)
538 // "target", "angles", "origin"
539 self.warpzone_next = warpzone_position_first;
540 warpzone_position_first = self;
542 void spawnfunc_trigger_warpzone_position(void)
544 spawnfunc_misc_warpzone_position();
546 void spawnfunc_trigger_warpzone(void)
548 // warp zone entities must have:
549 // "killtarget" pointing to a target_position with a direction arrow
550 // that points AWAY from the warp zone, and that is inside
551 // the warp zone trigger
552 // "target" pointing to an identical warp zone at another place in
553 // the map, with another killtarget to designate its
557 self.scale = self.modelscale;
562 WarpZoneLib_ExactTrigger_Init();
566 setmodel(self, m); // no precision needed
568 setorigin(self, self.origin);
570 setsize(self, self.mins * self.scale, self.maxs * self.scale);
572 setsize(self, self.mins, self.maxs);
573 self.SendEntity = WarpZone_Send;
574 self.SendFlags = 0xFFFFFF;
575 self.effects |= EF_NODEPTHTEST;
576 self.warpzone_next = warpzone_first;
577 warpzone_first = self;
579 void spawnfunc_func_camera(void)
582 self.scale = self.modelscale;
587 precache_model(self.model);
588 setmodel(self, self.model); // no precision needed
590 setorigin(self, self.origin);
592 setsize(self, self.mins * self.scale, self.maxs * self.scale);
594 setsize(self, self.mins, self.maxs);
596 self.solid = SOLID_BSP;
597 else if(self.solid < 0)
598 self.solid = SOLID_NOT;
599 self.SendEntity = WarpZone_Camera_Send;
600 self.SendFlags = 0xFFFFFF;
601 self.warpzone_next = warpzone_camera_first;
602 warpzone_camera_first = self;
604 void WarpZones_Reconnect()
608 for(self = warpzone_first; self; self = self.warpzone_next)
609 WarpZone_InitStep_ClearTarget();
610 for(self = warpzone_first; self; self = self.warpzone_next)
611 WarpZone_InitStep_FindTarget();
612 for(self = warpzone_camera_first; self; self = self.warpzone_next)
613 WarpZoneCamera_InitStep_FindTarget();
614 for(self = warpzone_first; self; self = self.warpzone_next)
615 WarpZone_InitStep_FinalizeTransform();
619 void WarpZone_StartFrame()
622 if(warpzone_initialized == 0)
624 warpzone_initialized = 1;
626 for(self = warpzone_first; self; self = self.warpzone_next)
627 WarpZone_InitStep_FindOriginTarget();
628 for(self = warpzone_position_first; self; self = self.warpzone_next)
629 WarpZonePosition_InitStep_FindTarget();
630 for(self = warpzone_first; self; self = self.warpzone_next)
631 WarpZone_InitStep_UpdateTransform();
633 WarpZones_Reconnect();
636 entity oldself, oldother;
639 for(e = world; (e = nextent(e)); )
641 if(warpzone_warpzones_exist) { WarpZone_StoreProjectileData(e); }
643 float f = clienttype(e);
644 if(f == CLIENTTYPE_REAL)
646 if(e.solid == SOLID_NOT) // not spectating?
647 if(e.movetype == MOVETYPE_NOCLIP || e.movetype == MOVETYPE_FLY) // not spectating? (this is to catch observers)
652 if(warpzone_warpzones_exist) {
653 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
655 if(!WarpZoneLib_ExactTrigger_Touch())
656 WarpZone_Teleport(e); } // NOT triggering targets by this!
659 self = Teleport_Find(e.origin + e.mins, e.origin + e.maxs);
661 if(!WarpZoneLib_ExactTrigger_Touch())
662 Simple_TeleportPlayer(self, other); // NOT triggering targets by this!
666 if(f == CLIENTTYPE_NOTACLIENT)
668 if(warpzone_warpzones_exist)
669 for(; (e = nextent(e)); )
670 WarpZone_StoreProjectileData(e);
678 .float warpzone_reconnecting;
679 float visible_to_some_client(entity ent)
682 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
683 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
684 if(checkpvs(e.origin + e.view_ofs, ent))
688 void trigger_warpzone_reconnect_use()
692 // NOTE: this matches for target, not targetname, but of course
693 // targetname must be set too on the other entities
694 for(self = warpzone_first; self; self = self.warpzone_next)
695 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
696 for(self = warpzone_camera_first; self; self = self.warpzone_next)
697 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
698 for(self = warpzone_first; self; self = self.warpzone_next)
699 if(self.warpzone_reconnecting)
700 WarpZone_InitStep_ClearTarget();
701 for(self = warpzone_first; self; self = self.warpzone_next)
702 if(self.warpzone_reconnecting)
703 WarpZone_InitStep_FindTarget();
704 for(self = warpzone_camera_first; self; self = self.warpzone_next)
705 if(self.warpzone_reconnecting)
706 WarpZoneCamera_InitStep_FindTarget();
707 for(self = warpzone_first; self; self = self.warpzone_next)
708 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
709 WarpZone_InitStep_FinalizeTransform();
713 void spawnfunc_trigger_warpzone_reconnect()
715 self.use = trigger_warpzone_reconnect_use;
718 void spawnfunc_target_warpzone_reconnect()
720 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
723 void WarpZone_PlayerPhysics_FixVAngle(void)
725 #ifndef WARPZONE_DONT_FIX_VANGLE
726 if(clienttype(self) == CLIENTTYPE_REAL)
727 if(self.v_angle_z <= 360) // if not already adjusted
728 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
730 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
731 self.v_angle_z += 720; // mark as adjusted