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_Teleport(entity player)
38 vector o0, a0, v0, o1, a1, v1;
40 o0 = player.origin + player.view_ofs;
44 if(WarpZone_PlaneDist(self, o0) >= 0) // wrong side of the trigger_warpzone
46 // no failure, we simply don't want to teleport yet; TODO in
47 // this situation we may want to create a temporary clone
48 // entity of the player to fix graphics glitch
50 o1 = WarpZone_TransformOrigin(self, o0);
51 v1 = WarpZone_TransformVelocity(self, v0);
52 if(clienttype(player) != CLIENTTYPE_NOTACLIENT)
53 a1 = WarpZone_TransformVAngles(self, player.v_angle);
55 a1 = WarpZone_TransformAngles(self, a0);
57 // put him inside solid
58 tracebox(o1 - player.view_ofs, player.mins, player.maxs, o1 - player.view_ofs, MOVE_NOMONSTERS, player);
64 setsize(player, mi - player.view_ofs, ma - player.view_ofs);
65 setorigin(player, o1);
66 if(WarpZoneLib_MoveOutOfSolid(player))
69 setsize(player, mi, ma);
70 setorigin(player, o0);
74 print("would have to put player in solid, won't do that\n");
75 setsize(player, mi, ma);
76 setorigin(player, o0 - player.view_ofs);
77 return 0; // cannot fix
81 if(WarpZone_TargetPlaneDist(self, o1) <= 0)
83 print("inconsistent warp zones or evil roundoff error\n");
87 //print(sprintf("warpzone: %f %f %f -> %f %f %f\n", o0_x, o0_y, o0_z, o1_x, o1_y, o1_z));
90 WarpZone_RefSys_Add(player, self);
91 WarpZone_TeleportPlayer(self, player, o1 - player.view_ofs, a1, v1);
92 WarpZone_StoreProjectileData(player);
93 player.warpzone_teleport_time = time;
94 player.warpzone_teleport_zone = self;
99 void WarpZone_Touch (void)
103 if(other.classname == "trigger_warpzone")
106 // FIXME needs a better check to know what is safe to teleport and what not
107 if(other.movetype == MOVETYPE_NONE)
110 if(WarpZoneLib_ExactTrigger_Touch())
114 if(WarpZone_Teleport(other))
119 save1 = self.target; self.target = string_null;
120 save2 = self.target3; self.target3 = string_null;
122 if not(self.target) self.target = save1;
123 if not(self.target3) self.target3 = save2;
127 save1 = self.target; self.target = string_null;
128 save2 = self.target2; self.target2 = string_null;
130 if not(self.target) self.target = save1;
131 if not(self.target2) self.target2 = save2;
136 dprint("WARPZONE FAIL AHAHAHAHAH))\n");
140 float WarpZone_Send(entity to, float sendflags)
143 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE);
145 // we must send this flag for clientside to match properly too
147 if(self.warpzone_isboxy)
149 if(self.warpzone_fadestart)
151 if(self.origin != '0 0 0')
153 WriteByte(MSG_ENTITY, f);
155 // we need THESE to render the warpzone (and cull properly)...
158 WriteCoord(MSG_ENTITY, self.origin_x);
159 WriteCoord(MSG_ENTITY, self.origin_y);
160 WriteCoord(MSG_ENTITY, self.origin_z);
163 WriteShort(MSG_ENTITY, self.modelindex);
164 WriteCoord(MSG_ENTITY, self.mins_x);
165 WriteCoord(MSG_ENTITY, self.mins_y);
166 WriteCoord(MSG_ENTITY, self.mins_z);
167 WriteCoord(MSG_ENTITY, self.maxs_x);
168 WriteCoord(MSG_ENTITY, self.maxs_y);
169 WriteCoord(MSG_ENTITY, self.maxs_z);
170 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
172 // we need THESE to calculate the proper transform
173 WriteCoord(MSG_ENTITY, self.warpzone_origin_x);
174 WriteCoord(MSG_ENTITY, self.warpzone_origin_y);
175 WriteCoord(MSG_ENTITY, self.warpzone_origin_z);
176 WriteCoord(MSG_ENTITY, self.warpzone_angles_x);
177 WriteCoord(MSG_ENTITY, self.warpzone_angles_y);
178 WriteCoord(MSG_ENTITY, self.warpzone_angles_z);
179 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_x);
180 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_y);
181 WriteCoord(MSG_ENTITY, self.warpzone_targetorigin_z);
182 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_x);
183 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_y);
184 WriteCoord(MSG_ENTITY, self.warpzone_targetangles_z);
188 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
189 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
195 float WarpZone_Camera_Send(entity to, float sendflags)
198 WriteByte(MSG_ENTITY, ENT_CLIENT_WARPZONE_CAMERA);
200 if(self.warpzone_fadestart)
202 if(self.origin != '0 0 0')
204 WriteByte(MSG_ENTITY, f);
206 // we need THESE to render the warpzone (and cull properly)...
209 WriteCoord(MSG_ENTITY, self.origin_x);
210 WriteCoord(MSG_ENTITY, self.origin_y);
211 WriteCoord(MSG_ENTITY, self.origin_z);
214 WriteShort(MSG_ENTITY, self.modelindex);
215 WriteCoord(MSG_ENTITY, self.mins_x);
216 WriteCoord(MSG_ENTITY, self.mins_y);
217 WriteCoord(MSG_ENTITY, self.mins_z);
218 WriteCoord(MSG_ENTITY, self.maxs_x);
219 WriteCoord(MSG_ENTITY, self.maxs_y);
220 WriteCoord(MSG_ENTITY, self.maxs_z);
221 WriteByte(MSG_ENTITY, bound(1, self.scale * 16, 255));
223 // we need THESE to calculate the proper transform
224 WriteCoord(MSG_ENTITY, self.enemy.origin_x);
225 WriteCoord(MSG_ENTITY, self.enemy.origin_y);
226 WriteCoord(MSG_ENTITY, self.enemy.origin_z);
227 WriteCoord(MSG_ENTITY, self.enemy.angles_x);
228 WriteCoord(MSG_ENTITY, self.enemy.angles_y);
229 WriteCoord(MSG_ENTITY, self.enemy.angles_z);
233 WriteShort(MSG_ENTITY, self.warpzone_fadestart);
234 WriteShort(MSG_ENTITY, self.warpzone_fadeend);
240 float WarpZone_CheckProjectileImpact()
242 // if self hit a warpzone, abort
246 wz = WarpZone_Find(self.origin + self.mins, self.origin + self.maxs);
249 if(self.warpzone_teleport_time == time)
251 // 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)
252 // print("2 warps 1 frame\n");
259 // this approach transports the projectile at its full speed, but does
260 // not properly retain the projectile trail (but we can't retain it
261 // easily anyway without delaying the projectile by two frames, so who
263 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
264 setorigin(self, trace_endpos);
265 self.angles = WarpZone_TransformAngles(WarpZone_trace_transform, self.angles);
266 self.velocity = WarpZone_TransformVelocity(WarpZone_trace_transform, self.warpzone_oldvelocity);
268 // in case we are in our warp zone post-teleport, shift the projectile forward a bit
269 mpd = max(vlen(self.mins), vlen(self.maxs));
270 pd = WarpZone_TargetPlaneDist(wz, self.origin);
273 dpd = normalize(self.velocity) * wz.warpzone_targetforward;
274 setorigin(self, self.origin + normalize(self.velocity) * ((mpd - pd) / dpd));
275 if(!WarpZoneLib_MoveOutOfSolid(self))
283 WarpZone_RefSys_Add(self, wz);
284 WarpZone_StoreProjectileData(self);
285 self.warpzone_teleport_time = time;
289 float WarpZone_Projectile_Touch()
292 if(other.classname == "trigger_warpzone")
294 if(WarpZone_Projectile_Touch_ImpactFilter_Callback())
296 if((f = WarpZone_CheckProjectileImpact()) != 0)
298 if(self.warpzone_teleport_time == time)
300 // sequence: hit warpzone, get teleported, hit wall
301 // print("2 hits 1 frame\n");
302 setorigin(self, self.warpzone_oldorigin);
303 self.velocity = self.warpzone_oldvelocity;
304 self.angles = self.warpzone_oldangles;
310 void WarpZone_InitStep_FindOriginTarget()
312 if(self.killtarget != "")
314 self.aiment = find(world, targetname, self.killtarget);
315 if(self.aiment == world)
317 error("Warp zone with nonexisting killtarget");
320 self.killtarget = string_null;
324 void WarpZonePosition_InitStep_FindTarget()
326 if(self.target == "")
328 error("Warp zone position with no target");
331 self.enemy = find(world, targetname, self.target);
332 if(self.enemy == world)
334 error("Warp zone position with nonexisting target");
337 if(self.enemy.aiment)
339 // already is positioned
340 error("Warp zone position targeting already oriented warpzone");
343 self.enemy.aiment = self;
346 void WarpZoneCamera_InitStep_FindTarget()
350 if(self.target == "")
352 error("Camera with no target");
356 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
357 if(random() * ++i < 1)
359 if(self.enemy == world)
361 error("Camera with nonexisting target");
364 warpzone_cameras_exist = 1;
365 WarpZone_Camera_SetUp(self, self.enemy.origin, self.enemy.angles);
366 self.SendFlags = 0xFFFFFF;
369 void WarpZone_InitStep_UpdateTransform()
371 vector org, ang, norm, point;
373 vector tri, a, b, c, p, q, n;
379 org = 0.5 * (self.mins + self.maxs);
381 norm = point = '0 0 0';
383 for(i_s = 0; ; ++i_s)
385 tex = getsurfacetexture(self, i_s);
387 break; // this is beyond the last one
388 if(tex == "textures/common/trigger")
390 n_t = getsurfacenumtriangles(self, i_s);
391 for(i_t = 0; i_t < n_t; ++i_t)
393 tri = getsurfacetriangle(self, i_s, i_t);
394 a = getsurfacepoint(self, i_s, tri_x);
395 b = getsurfacepoint(self, i_s, tri_y);
396 c = getsurfacepoint(self, i_s, tri_z);
399 n = '1 0 0' * (q_y * p_z - q_z * p_y)
400 + '0 1 0' * (q_z * p_x - q_x * p_z)
401 + '0 0 1' * (q_x * p_y - q_y * p_x);
402 area = area + vlen(n);
404 point = point + vlen(n) * (a + b + c);
409 norm = norm * (1 / area);
410 point = point * (1 / (3 * area));
411 if(vlen(norm) < 0.99)
413 print("trigger_warpzone near ", vtos(self.aiment.origin), " is nonplanar. BEWARE.\n");
414 area = 0; // no autofixing in this case
416 norm = normalize(norm);
421 org = self.aiment.origin;
422 ang = self.aiment.angles;
425 org = org - ((org - point) * norm) * norm; // project to plane
427 if(norm * v_forward < 0)
429 print("Position target of trigger_warpzone near ", vtos(self.aiment.origin), " points into trigger_warpzone. BEWARE.\n");
432 ang = vectoangles(norm, v_up); // keep rotation, but turn exactly against plane
434 if(norm * v_forward < 0.99)
435 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been turned to match plane orientation (", vtos(self.aiment.angles), " -> ", vtos(ang), "\n");
436 if(vlen(org - self.aiment.origin) > 0.5)
437 print("trigger_warpzone near ", vtos(self.aiment.origin), " has been moved to match the plane (", vtos(self.aiment.origin), " -> ", vtos(org), ").\n");
443 ang = vectoangles(norm);
447 error("cannot infer origin/angles for this warpzone, please use a killtarget or a trigger_warpzone_position");
449 self.warpzone_origin = org;
450 self.warpzone_angles = ang;
453 void WarpZone_InitStep_ClearTarget()
456 self.enemy.enemy = world;
460 entity warpzone_first; .entity warpzone_next;
461 void WarpZone_InitStep_FindTarget()
469 // this way only one of the two ents needs to target
470 if(self.target != "")
472 self.enemy = self; // so the if(!e.enemy) check also skips self, saves one IF
475 for(e = world, i = 0; (e = find(e, targetname, self.target)); )
477 if(e.classname == self.classname) // possibly non-warpzones may use the same targetname!
478 if(random() * ++i < 1)
483 error("Warpzone with non-existing target");
491 void WarpZone_InitStep_FinalizeTransform()
493 if(!self.enemy || self.enemy.enemy != self)
495 error("Invalid warp zone detected. Killed.");
499 warpzone_warpzones_exist = 1;
500 WarpZone_SetUp(self, self.warpzone_origin, self.warpzone_angles, self.enemy.warpzone_origin, self.enemy.warpzone_angles);
501 self.touch = WarpZone_Touch;
502 self.SendFlags = 0xFFFFFF;
505 float warpzone_initialized;
506 entity warpzone_first;
507 entity warpzone_position_first;
508 entity warpzone_camera_first;
509 .entity warpzone_next;
510 void spawnfunc_misc_warpzone_position(void)
512 // "target", "angles", "origin"
513 self.warpzone_next = warpzone_position_first;
514 warpzone_position_first = self;
516 void spawnfunc_trigger_warpzone_position(void)
518 spawnfunc_misc_warpzone_position();
520 void spawnfunc_trigger_warpzone(void)
522 // warp zone entities must have:
523 // "killtarget" pointing to a target_position with a direction arrow
524 // that points AWAY from the warp zone, and that is inside
525 // the warp zone trigger
526 // "target" pointing to an identical warp zone at another place in
527 // the map, with another killtarget to designate its
531 self.scale = self.modelscale;
536 WarpZoneLib_ExactTrigger_Init();
540 setmodel(self, m); // no precision needed
542 setorigin(self, self.origin);
544 setsize(self, self.mins * self.scale, self.maxs * self.scale);
546 setsize(self, self.mins, self.maxs);
547 self.SendEntity = WarpZone_Send;
548 self.SendFlags = 0xFFFFFF;
549 self.effects |= EF_NODEPTHTEST;
550 self.warpzone_next = warpzone_first;
551 warpzone_first = self;
553 void spawnfunc_func_camera(void)
556 self.scale = self.modelscale;
561 precache_model(self.model);
562 setmodel(self, self.model); // no precision needed
564 setorigin(self, self.origin);
566 setsize(self, self.mins * self.scale, self.maxs * self.scale);
568 setsize(self, self.mins, self.maxs);
570 self.solid = SOLID_BSP;
571 else if(self.solid < 0)
572 self.solid = SOLID_NOT;
573 self.SendEntity = WarpZone_Camera_Send;
574 self.SendFlags = 0xFFFFFF;
575 self.warpzone_next = warpzone_camera_first;
576 warpzone_camera_first = self;
578 void WarpZones_Reconnect()
582 for(self = warpzone_first; self; self = self.warpzone_next)
583 WarpZone_InitStep_ClearTarget();
584 for(self = warpzone_first; self; self = self.warpzone_next)
585 WarpZone_InitStep_FindTarget();
586 for(self = warpzone_camera_first; self; self = self.warpzone_next)
587 WarpZoneCamera_InitStep_FindTarget();
588 for(self = warpzone_first; self; self = self.warpzone_next)
589 WarpZone_InitStep_FinalizeTransform();
593 void WarpZone_StartFrame()
596 if(warpzone_initialized == 0)
598 warpzone_initialized = 1;
600 for(self = warpzone_first; self; self = self.warpzone_next)
601 WarpZone_InitStep_FindOriginTarget();
602 for(self = warpzone_position_first; self; self = self.warpzone_next)
603 WarpZonePosition_InitStep_FindTarget();
604 for(self = warpzone_first; self; self = self.warpzone_next)
605 WarpZone_InitStep_UpdateTransform();
607 WarpZones_Reconnect();
610 if(warpzone_warpzones_exist)
612 entity oldself, oldother;
615 for(e = world; (e = nextent(e)); )
617 WarpZone_StoreProjectileData(e);
620 if(f == CLIENTTYPE_REAL)
622 if(e.solid != SOLID_NOT) // not spectating?
624 if(e.movetype != MOVETYPE_NOCLIP && e.movetype != MOVETYPE_FLY) // not spectating? (this is to catch observers)
626 self = WarpZone_Find(e.origin + e.mins, e.origin + e.maxs);
630 if(WarpZoneLib_ExactTrigger_Touch())
632 WarpZone_Teleport(e); // NOT triggering targets by this!
634 if(f == CLIENTTYPE_NOTACLIENT)
636 for(; (e = nextent(e)); )
637 WarpZone_StoreProjectileData(e);
646 .float warpzone_reconnecting;
647 float visible_to_some_client(entity ent)
650 for(e = nextent(world); clienttype(e) != CLIENTTYPE_NOTACLIENT; e = nextent(e))
651 if(e.classname == "player" && clienttype(e) == CLIENTTYPE_REAL)
652 if(checkpvs(e.origin + e.view_ofs, ent))
656 void trigger_warpzone_reconnect_use()
660 // NOTE: this matches for target, not targetname, but of course
661 // targetname must be set too on the other entities
662 for(self = warpzone_first; self; self = self.warpzone_next)
663 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && (visible_to_some_client(self) || visible_to_some_client(self.enemy))));
664 for(self = warpzone_camera_first; self; self = self.warpzone_next)
665 self.warpzone_reconnecting = ((e.target == "" || self.target == e.target) && !((e.spawnflags & 1) && visible_to_some_client(self)));
666 for(self = warpzone_first; self; self = self.warpzone_next)
667 if(self.warpzone_reconnecting)
668 WarpZone_InitStep_ClearTarget();
669 for(self = warpzone_first; self; self = self.warpzone_next)
670 if(self.warpzone_reconnecting)
671 WarpZone_InitStep_FindTarget();
672 for(self = warpzone_camera_first; self; self = self.warpzone_next)
673 if(self.warpzone_reconnecting)
674 WarpZoneCamera_InitStep_FindTarget();
675 for(self = warpzone_first; self; self = self.warpzone_next)
676 if(self.warpzone_reconnecting || self.enemy.warpzone_reconnecting)
677 WarpZone_InitStep_FinalizeTransform();
681 void spawnfunc_trigger_warpzone_reconnect()
683 self.use = trigger_warpzone_reconnect_use;
686 void spawnfunc_target_warpzone_reconnect()
688 spawnfunc_trigger_warpzone_reconnect(); // both names make sense here :(
691 void WarpZone_PlayerPhysics_FixVAngle(void)
693 #ifndef WARPZONE_DONT_FIX_VANGLE
694 if(clienttype(self) == CLIENTTYPE_REAL)
695 if(self.v_angle_z <= 360) // if not already adjusted
696 if(time - self.ping * 0.001 < self.warpzone_teleport_time)
698 self.v_angle = WarpZone_TransformVAngles(self.warpzone_teleport_zone, self.v_angle);
699 self.v_angle_z += 720; // mark as adjusted