rockbox/apps/plugins/doom/p_telept.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Teleportation.
*
*-----------------------------------------------------------------------------*/
#include "doomdef.h"
#include "doomstat.h"
#include "p_spec.h"
#include "p_maputl.h"
#include "p_map.h"
#include "r_main.h"
#include "p_tick.h"
#include "s_sound.h"
#include "sounds.h"
#include "p_user.h"
#include "rockmacros.h"
//
// TELEPORTATION
//
// killough 5/3/98: reformatted, cleaned up
int EV_Teleport(line_t *line, int side, mobj_t *thing)
{
thinker_t *thinker;
mobj_t *m;
int i;
// don't teleport missiles
// Don't teleport if hit back of line,
// so you can get out of teleporter.
if (side || thing->flags & MF_MISSILE)
return 0;
// killough 1/31/98: improve performance by using
// P_FindSectorFromLineTag instead of simple linear search.
for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
for (thinker=thinkercap.next; thinker!=&thinkercap; thinker=thinker->next)
if (thinker->function == P_MobjThinker &&
(m = (mobj_t *) thinker)->type == MT_TELEPORTMAN &&
m->subsector->sector-sectors == i)
{
fixed_t oldx = thing->x, oldy = thing->y, oldz = thing->z;
player_t *player = thing->player;
// killough 5/12/98: exclude voodoo dolls:
if (player && player->mo != thing)
player = NULL;
if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */
return 0;
if (!(demo_compatibility && gamemission >= pack_tnt))
thing->z = thing->floorz;
if (player)
player->viewz = thing->z + player->viewheight;
// spawn teleport fog and emit sound at source
S_StartSound(P_SpawnMobj(oldx, oldy, oldz, MT_TFOG), sfx_telept);
// spawn teleport fog and emit sound at destination
S_StartSound(P_SpawnMobj(m->x +
20*finecosine[m->angle>>ANGLETOFINESHIFT],
m->y +
20*finesine[m->angle>>ANGLETOFINESHIFT],
thing->z, MT_TFOG),
sfx_telept);
/* don't move for a bit
* cph - DEMOSYNC - BOOM had (player) here? */
if (thing->player)
thing->reactiontime = 18;
thing->angle = m->angle;
thing->momx = thing->momy = thing->momz = 0;
/* killough 10/98: kill all bobbing momentum too */
if (player)
player->momx = player->momy = 0;
return 1;
}
return 0;
}
//
// Silent TELEPORTATION, by Lee Killough
// Primarily for rooms-over-rooms etc.
//
int EV_SilentTeleport(line_t *line, int side, mobj_t *thing)
{
int i;
mobj_t *m;
thinker_t *th;
// don't teleport missiles
// Don't teleport if hit back of line,
// so you can get out of teleporter.
if (side || thing->flags & MF_MISSILE)
return 0;
for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
if (th->function == P_MobjThinker &&
(m = (mobj_t *) th)->type == MT_TELEPORTMAN &&
m->subsector->sector-sectors == i)
{
// Height of thing above ground, in case of mid-air teleports:
fixed_t z = thing->z - thing->floorz;
// Get the angle between the exit thing and source linedef.
// Rotate 90 degrees, so that walking perpendicularly across
// teleporter linedef causes thing to exit in the direction
// indicated by the exit thing.
angle_t angle =
R_PointToAngle2(0, 0, line->dx, line->dy) - m->angle + ANG90;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
// Momentum of thing crossing teleporter linedef
fixed_t momx = thing->momx;
fixed_t momy = thing->momy;
// Whether this is a player, and if so, a pointer to its player_t
player_t *player = thing->player;
// Attempt to teleport, aborting if blocked
if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */
return 0;
// Rotate thing according to difference in angles
thing->angle += angle;
// Adjust z position to be same height above ground as before
thing->z = z + thing->floorz;
// Rotate thing's momentum to come out of exit just like it entered
thing->momx = FixedMul(momx, c) - FixedMul(momy, s);
thing->momy = FixedMul(momy, c) + FixedMul(momx, s);
// Adjust player's view, in case there has been a height change
// Voodoo dolls are excluded by making sure player->mo == thing.
if (player && player->mo == thing)
{
// Save the current deltaviewheight, used in stepping
fixed_t deltaviewheight = player->deltaviewheight;
// Clear deltaviewheight, since we don't want any changes
player->deltaviewheight = 0;
// Set player's view according to the newly set parameters
P_CalcHeight(player);
// Reset the delta to have the same dynamics as before
player->deltaviewheight = deltaviewheight;
}
return 1;
}
return 0;
}
//
// Silent linedef-based TELEPORTATION, by Lee Killough
// Primarily for rooms-over-rooms etc.
// This is the complete player-preserving kind of teleporter.
// It has advantages over the teleporter with thing exits.
//
// maximum fixed_t units to move object to avoid hiccups
#define FUDGEFACTOR 10
int EV_SilentLineTeleport(line_t *line, int side, mobj_t *thing,
boolean reverse)
{
int i;
line_t *l;
if (side || thing->flags & MF_MISSILE)
return 0;
for (i = -1; (i = P_FindLineFromLineTag(line, i)) >= 0;)
if ((l=lines+i) != line && l->backsector)
{
// Get the thing's position along the source linedef
fixed_t pos = D_abs(line->dx) > D_abs(line->dy) ?
FixedDiv(thing->x - line->v1->x, line->dx) :
FixedDiv(thing->y - line->v1->y, line->dy) ;
// Get the angle between the two linedefs, for rotating
// orientation and momentum. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t angle = (reverse ? pos = FRACUNIT-pos, 0 : ANG180) +
R_PointToAngle2(0, 0, l->dx, l->dy) -
R_PointToAngle2(0, 0, line->dx, line->dy);
// Interpolate position across the exit linedef
fixed_t x = l->v2->x - FixedMul(pos, l->dx);
fixed_t y = l->v2->y - FixedMul(pos, l->dy);
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
// Maximum distance thing can be moved away from interpolated
// exit, to ensure that it is on the correct side of exit linedef
int fudge = FUDGEFACTOR;
// Whether this is a player, and if so, a pointer to its player_t.
// Voodoo dolls are excluded by making sure thing->player->mo==thing.
player_t *player = thing->player && thing->player->mo == thing ?
thing->player : NULL;
// Whether walking towards first side of exit linedef steps down
int stepdown =
l->frontsector->floorheight < l->backsector->floorheight;
// Height of thing above ground
fixed_t z = thing->z - thing->floorz;
// Side to exit the linedef on positionally.
//
// Notes:
//
// This flag concerns exit position, not momentum. Due to
// roundoff error, the thing can land on either the left or
// the right side of the exit linedef, and steps must be
// taken to make sure it does not end up on the wrong side.
//
// Exit momentum is always towards side 1 in a reversed
// teleporter, and always towards side 0 otherwise.
//
// Exiting positionally on side 1 is always safe, as far
// as avoiding oscillations and stuck-in-wall problems,
// but may not be optimum for non-reversed teleporters.
//
// Exiting on side 0 can cause oscillations if momentum
// is towards side 1, as it is with reversed teleporters.
//
// Exiting on side 1 slightly improves player viewing
// when going down a step on a non-reversed teleporter.
int side = reverse || (player && stepdown);
// Make sure we are on correct side of exit linedef.
while (P_PointOnLineSide(x, y, l) != side && --fudge>=0)
if (D_abs(l->dx) > D_abs(l->dy))
y -= (l->dx < 0) != side ? -1 : 1;
else
x += (l->dy < 0) != side ? -1 : 1;
// Attempt to teleport, aborting if blocked
if (!P_TeleportMove(thing, x, y, false)) /* killough 8/9/98 */
return 0;
// Adjust z position to be same height above ground as before.
// Ground level at the exit is measured as the higher of the
// two floor heights at the exit linedef.
thing->z = z + sides[l->sidenum[stepdown]].sector->floorheight;
// Rotate thing's orientation according to difference in linedef angles
thing->angle += angle;
// Momentum of thing crossing teleporter linedef
x = thing->momx;
y = thing->momy;
// Rotate thing's momentum to come out of exit just like it entered
thing->momx = FixedMul(x, c) - FixedMul(y, s);
thing->momy = FixedMul(y, c) + FixedMul(x, s);
// Adjust a player's view, in case there has been a height change
if (player)
{
// Save the current deltaviewheight, used in stepping
fixed_t deltaviewheight = player->deltaviewheight;
// Clear deltaviewheight, since we don't want any changes now
player->deltaviewheight = 0;
// Set player's view according to the newly set parameters
P_CalcHeight(player);
// Reset the delta to have the same dynamics as before
player->deltaviewheight = deltaviewheight;
}
return 1;
}
return 0;
}