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