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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) 1999-2002 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * 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 "r_demo.h"
- static mobj_t* P_TeleportDestination(line_t* line)
- {
- int i;
- for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;) {
- register thinker_t* th = NULL;
- while ((th = P_NextThinker(th,th_misc)) != NULL)
- if (th->function == P_MobjThinker) {
- register mobj_t* m = (mobj_t*)th;
- if (m->type == MT_TELEPORTMAN &&
- m->subsector->sector-sectors == i)
- return m;
- }
- }
- return NULL;
- }
- //
- // TELEPORTATION
- //
- // killough 5/3/98: reformatted, cleaned up
- int EV_Teleport(line_t *line, int side, mobj_t *thing)
- {
- mobj_t *m;
- // 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.
- if ((m = P_TeleportDestination(line)) != NULL)
- {
- 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 (compatibility_level != finaldoom_compatibility)
- 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;
- // e6y
- if (player && player->mo == thing)
- R_ResetAfterTeleport(player);
- 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)
- {
- mobj_t *m;
- // 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;
- if ((m = P_TeleportDestination(line)) != NULL)
- {
- // 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;
- }
-
- // e6y
- if (player && player->mo == thing)
- R_ResetAfterTeleport(player);
- 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 theside = reverse || (player && stepdown);
- // Make sure we are on correct side of exit linedef.
- while (P_PointOnLineSide(x, y, l) != theside && --fudge>=0)
- if (D_abs(l->dx) > D_abs(l->dy))
- y -= l->dx < 0 != theside ? -1 : 1;
- else
- x += l->dy < 0 != theside ? -1 : 1;
- // Attempt to teleport, aborting if blocked
- if (!P_TeleportMove(thing, x, y, false)) /* killough 8/9/98 */
- return 0;
- // e6y
- if (player && player->mo == thing)
- R_ResetAfterTeleport(player);
- // 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;
- }
- // e6y
- if (player && player->mo == thing)
- R_ResetAfterTeleport(player);
- return 1;
- }
- return 0;
- }
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