// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Teleportation. // //----------------------------------------------------------------------------- #include "templates.h" #include "doomtype.h" #include "doomdef.h" #include "s_sound.h" #include "p_local.h" #include "p_terrain.h" #include "r_state.h" #include "gi.h" #include "a_sharedglobal.h" #include "m_random.h" #include "i_system.h" #include "doomstat.h" #include "d_player.h" #include "p_maputl.h" #include "r_utility.h" #include "p_spec.h" #include "g_levellocals.h" #include "vm.h" #define FUDGEFACTOR 10 static FRandom pr_teleport ("Teleport"); extern void P_CalcHeight (player_t *player); CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); //========================================================================== // // P_SpawnTeleportFog // // The beginning of customizable teleport fog // (not active yet) // //========================================================================== void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool setTarget) { AActor *mo; if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL) { //Do nothing. mo = NULL; } else { double fogDelta = mobj->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), DVector3(pos, pos.Z + fogDelta), ALLOW_REPLACE); } if (mo != NULL && setTarget) mo->target = mobj; } DEFINE_ACTION_FUNCTION(AActor, SpawnTeleportFog) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_BOOL(before); PARAM_BOOL(settarget); P_SpawnTeleportFog(self, DVector3(x, y, z), before, settarget); return 0; } // // TELEPORTATION // bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags) { bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING)); DVector3 old; double aboveFloor; player_t *player; sector_t *destsect; bool resetpitch = false; double floorheight, ceilingheight; double missilespeed = 0; old = thing->Pos(); aboveFloor = thing->Z() - thing->floorz; destsect = P_PointInSector (pos); // killough 5/12/98: exclude voodoo dolls: player = thing->player; if (player && player->mo != thing) player = NULL; floorheight = destsect->floorplane.ZatPoint (pos); ceilingheight = destsect->ceilingplane.ZatPoint (pos); if (thing->flags & MF_MISSILE) { // We don't measure z velocity, because it doesn't change. missilespeed = thing->VelXYToSpeed(); } if (flags & TELF_KEEPHEIGHT) { pos.Z = floorheight + aboveFloor; } else if (pos.Z == ONFLOORZ) { if (player) { if (thing->flags & MF_NOGRAVITY && aboveFloor) { pos.Z = floorheight + aboveFloor; if (pos.Z + thing->Height > ceilingheight) { pos.Z = ceilingheight - thing->Height; } } else { pos.Z = floorheight; if (!(flags & TELF_KEEPORIENTATION)) { resetpitch = false; } } } else if (thing->flags & MF_MISSILE) { pos.Z = floorheight + aboveFloor; if (pos.Z + thing->Height > ceilingheight) { pos.Z = ceilingheight - thing->Height; } } else { pos.Z = floorheight; } } if (!P_TeleportMove (thing, pos, false)) { return false; } if (player) { player->viewz = thing->Z() + player->viewheight; if (resetpitch) { player->mo->Angles.Pitch = 0.; } } if (!(flags & TELF_KEEPORIENTATION)) { thing->Angles.Yaw = angle; } else { angle = thing->Angles.Yaw; } // Spawn teleport fog at source and destination if ((flags & TELF_SOURCEFOG) && !predicting) { P_SpawnTeleportFog(thing, old, true, true); //Passes the actor through which then pulls the TeleFog metadata types based on properties. } if (flags & TELF_DESTFOG) { if (!predicting) { DVector2 vector = angle.ToVector(20); DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y); P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z()), false, true); } if (thing->player) { // [RH] Zoom player's field of vision // [BC] && bHaltVelocity. if (telezoom && thing->player->mo == thing && !(flags & TELF_KEEPVELOCITY)) thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f); } } // [BC] && bHaltVelocity. if (thing->player && ((flags & TELF_DESTFOG) || !(flags & TELF_KEEPORIENTATION)) && !(flags & TELF_KEEPVELOCITY)) { // Freeze player for about .5 sec if (thing->Inventory == NULL || !thing->Inventory->GetNoTeleportFreeze()) thing->reactiontime = 18; } if (thing->flags & MF_MISSILE) { thing->VelFromAngle(missilespeed); } // [BC] && bHaltVelocity. else if (!(flags & TELF_KEEPORIENTATION) && !(flags & TELF_KEEPVELOCITY)) { // no fog doesn't alter the player's momentum thing->Vel.Zero(); // killough 10/98: kill all bobbing velocity too if (player) player->Vel.Zero(); } return true; } DEFINE_ACTION_FUNCTION(AActor, Teleport) { PARAM_SELF_PROLOGUE(AActor); PARAM_FLOAT(x); PARAM_FLOAT(y); PARAM_FLOAT(z); PARAM_ANGLE(an); PARAM_INT(flags); ACTION_RETURN_BOOL(P_Teleport(self, DVector3(x, y, z), an, flags)); } static AActor *SelectTeleDest (int tid, int tag, bool norandom) { AActor *searcher; // If tid is non-zero, select a destination from a matching actor at random. // If tag is also non-zero, the selection is restricted to actors in sectors // with a matching tag. If tid is zero and tag is non-zero, then the old Doom // behavior is used instead (return the first teleport dest found in a tagged // sector). // Compatibility hack for some maps that fell victim to a bug in the teleport code in 2.0.9x if (ib_compatflags & BCOMPATF_BADTELEPORTERS) tag = 0; if (tid != 0) { NActorIterator iterator (NAME_TeleportDest, tid); int count = 0; while ( (searcher = iterator.Next ()) ) { if (tag == 0 || tagManager.SectorHasTag(searcher->Sector, tag)) { count++; } } // If teleport dests were not found, the sector tag is ignored for the // following compatibility searches. // Do this only when tag is 0 because this is the only case that was defined in Hexen. if (count == 0) { if (tag == 0) { // Try to find a matching map spot (fixes Hexen MAP10) NActorIterator it2 (NAME_MapSpot, tid); searcher = it2.Next (); if (searcher == NULL) { // Try to find a matching non-blocking spot of any type (fixes Caldera MAP13) FActorIterator it3 (tid); searcher = it3.Next (); while (searcher != NULL && (searcher->flags & MF_SOLID)) { searcher = it3.Next (); } return searcher; } } } else { if (count != 1 && !norandom) { count = 1 + (pr_teleport() % count); } searcher = NULL; while (count > 0) { searcher = iterator.Next (); if (tag == 0 || tagManager.SectorHasTag(searcher->Sector, tag)) { count--; } } } return searcher; } if (tag != 0) { int secnum; FSectorTagIterator itr(tag); while ((secnum = itr.Next()) >= 0) { // Scanning the snext links of things in the sector will not work, because // TeleportDests have MF_NOSECTOR set. So you have to search *everything*. // If there is more than one sector with a matching tag, then the destination // in the lowest-numbered sector is returned, rather than the earliest placed // teleport destination. This means if 50 sectors have a matching tag and // only the last one has a destination, *every* actor is scanned at least 49 // times. Yuck. TThinkerIterator it2(NAME_TeleportDest); while ((searcher = it2.Next()) != NULL) { if (searcher->Sector == &level.sectors[secnum]) { return searcher; } } } } return NULL; } bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags) { AActor *searcher; double z; DAngle angle = 0.; double s = 0, c = 0; double vx = 0, vy = 0; DAngle badangle = 0.; if (thing == NULL) { // Teleport function called with an invalid actor return false; } bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING)); if (thing->flags2 & MF2_NOTELEPORT) { return false; } if (side != 0) { // Don't teleport if hit back of line, so you can get out of teleporter. return 0; } searcher = SelectTeleDest(tid, tag, predicting); if (searcher == NULL) { return false; } // [RH] Lee Killough's changes for silent teleporters from BOOM if ((flags & (TELF_ROTATEBOOM|TELF_ROTATEBOOMINVERSE)) && line) { // 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 = line->Delta().Angle() - searcher->Angles.Yaw + 90.; if (flags & TELF_ROTATEBOOMINVERSE) angle = -angle; // Sine, cosine of angle adjustment s = angle.Sin(); c = angle.Cos(); // Velocity of thing crossing teleporter linedef vx = thing->Vel.X; vy = thing->Vel.Y; z = searcher->Z(); } else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2))) { z = searcher->Z(); } else { z = ONFLOORZ; } if ((i_compatflags2 & COMPATF2_BADANGLES) && (thing->player != NULL)) { badangle = 0.01; } if (P_Teleport (thing, DVector3(searcher->Pos(), z), searcher->Angles.Yaw + badangle, flags)) { // [RH] Lee Killough's changes for silent teleporters from BOOM if (line) { if (flags & (TELF_ROTATEBOOM| TELF_ROTATEBOOMINVERSE)) { // Rotate thing according to difference in angles (or not - Boom got the direction wrong here.) thing->Angles.Yaw += angle; // Rotate thing's velocity to come out of exit just like it entered thing->Vel.X = vx*c - vy*s; thing->Vel.Y = vy*c + vx*s; } } if (vx == 0 && vy == 0 && thing->player != NULL && thing->player->mo == thing && !predicting) { thing->player->mo->PlayIdle (); } return true; } return false; } // // 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. // // [RH] Modified to support different source and destination ids. // [RH] Modified some more to be accurate. bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse) { int i; line_t *l; if (side || thing->flags2 & MF2_NOTELEPORT || !line || line->sidedef[1] == NULL) return false; FLineIdIterator itr(id); while ((i = itr.Next()) >= 0) { if (line->Index() == i) continue; if ((l=&level.lines[i]) != line && l->backsector) { // Get the thing's position along the source linedef double pos; DVector2 npos; // offsets from line double den; den = line->Delta().LengthSquared(); if (den == 0) { pos = 0; npos.Zero(); } else { double num = (thing->Pos().XY() - line->v1->fPos()) | line->Delta(); if (num <= 0) { pos = 0; } else if (num >= den) { pos = 1; } else { pos = num / den; } npos = thing->Pos().XY() - line->v1->fPos() - line->Delta() * pos; } // Get the angle between the two linedefs, for rotating // orientation and velocity. Rotate 180 degrees, and flip // the position across the exit linedef, if reversed. DAngle angle = l->Delta().Angle() - line->Delta().Angle(); if (!reverse) { angle += 180.; pos = 1 - pos; } // Sine, cosine of angle adjustment double s = angle.Sin(); double c = angle.Cos(); DVector2 p; // Rotate position along normal to match exit linedef p.X = npos.X*c - npos.Y*s; p.Y = npos.Y*c + npos.X*s; // Interpolate position across the exit linedef p += l->v1->fPos() + pos*l->Delta(); // 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 bool stepdown = l->frontsector->floorplane.ZatPoint(p) < l->backsector->floorplane.ZatPoint(p); // Height of thing above ground double 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. // Is this really still necessary with real math instead of imprecise trig tables? #if 1 int side = reverse || (player && stepdown); int fudge = FUDGEFACTOR; double dx = line->Delta().X; double dy = line->Delta().Y; // Make sure we are on correct side of exit linedef. while (P_PointOnLineSidePrecise(p, l) != side && --fudge >= 0) { if (fabs(dx) > fabs(dy)) p.Y -= (dx < 0) != side ? -1 : 1; else p.X += (dy < 0) != side ? -1 : 1; } #endif // 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. z = z + l->sidedef[stepdown]->sector->floorplane.ZatPoint(p); // Attempt to teleport, aborting if blocked if (!P_TeleportMove (thing, DVector3(p, z), false)) { return false; } if (thing == players[consoleplayer].camera) { R_ResetViewInterpolation (); } // Rotate thing's orientation according to difference in linedef angles thing->Angles.Yaw += angle; // Rotate thing's velocity to come out of exit just like it entered p = thing->Vel.XY(); thing->Vel.X = p.X*c - p.Y*s; thing->Vel.Y = p.Y*c + p.X*s; // Adjust a player's view, in case there has been a height change if (player && player->mo == thing) { // Adjust player's local copy of velocity p = player->Vel; player->Vel.X = p.X*c - p.Y*s; player->Vel.Y = p.Y*c + p.X*s; // Save the current deltaviewheight, used in stepping double 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 true; } } return false; } // [RH] Teleport anything matching other_tid to dest_tid bool EV_TeleportOther (int other_tid, int dest_tid, bool fog) { bool didSomething = false; if (other_tid != 0 && dest_tid != 0) { AActor *victim; FActorIterator iterator (other_tid); while ( (victim = iterator.Next ()) ) { didSomething |= EV_Teleport (dest_tid, 0, NULL, 0, victim, fog ? (TELF_DESTFOG | TELF_SOURCEFOG) : TELF_KEEPORIENTATION); } } return didSomething; } static bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, bool fog) { DAngle an = dest->Angles.Yaw - source->Angles.Yaw; DVector2 off = victim->Pos() - source->Pos(); DAngle offAngle = victim->Angles.Yaw - source->Angles.Yaw; DVector2 newp = { off.X * an.Cos() - off.Y * an.Sin(), off.X * an.Sin() + off.Y * an.Cos() }; double z = floorz ? ONFLOORZ : dest->Z() + victim->Z() - source->Z(); bool res = P_Teleport (victim, DVector3(dest->Pos().XY() + newp, z), 0., fog ? (TELF_DESTFOG | TELF_SOURCEFOG) : TELF_KEEPORIENTATION); // P_Teleport only changes angle if fog is true victim->Angles.Yaw = (dest->Angles.Yaw + victim->Angles.Yaw - source->Angles.Yaw).Normalized360(); return res; } // [RH] Teleport a group of actors centered around source_tid so // that they become centered around dest_tid instead. bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog) { AActor *sourceOrigin, *destOrigin; { FActorIterator iterator (source_tid); sourceOrigin = iterator.Next (); } if (sourceOrigin == NULL) { // If there is no source origin, behave like TeleportOther return EV_TeleportOther (group_tid, dest_tid, fog); } { NActorIterator iterator (NAME_TeleportDest, dest_tid); destOrigin = iterator.Next (); } if (destOrigin == NULL) { return false; } bool didSomething = false; bool floorz = !destOrigin->IsKindOf (PClass::FindClass("TeleportDest2")); // Use the passed victim if group_tid is 0 if (group_tid == 0 && victim != NULL) { didSomething = DoGroupForOne (victim, sourceOrigin, destOrigin, floorz, fog); } else { FActorIterator iterator (group_tid); // For each actor with tid matching arg0, move it to the same // position relative to destOrigin as it is relative to sourceOrigin // before the teleport. while ( (victim = iterator.Next ()) ) { didSomething |= DoGroupForOne (victim, sourceOrigin, destOrigin, floorz, fog); } } if (moveSource && didSomething) { didSomething |= P_Teleport (sourceOrigin, destOrigin->PosAtZ(floorz ? ONFLOORZ : destOrigin->Z()), 0., TELF_KEEPORIENTATION); sourceOrigin->Angles.Yaw = destOrigin->Angles.Yaw; } return didSomething; } // [RH] Teleport a group of actors in a sector. Source_tid is used as a // reference point so that they end up in the same position relative to // dest_tid. Group_tid can be used to not teleport all actors in the sector. bool EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int group_tid) { AActor *sourceOrigin, *destOrigin; { FActorIterator iterator (source_tid); sourceOrigin = iterator.Next (); } if (sourceOrigin == NULL) { return false; } { NActorIterator iterator (NAME_TeleportDest, dest_tid); destOrigin = iterator.Next (); } if (destOrigin == NULL) { return false; } bool didSomething = false; bool floorz = !destOrigin->IsKindOf (PClass::FindClass("TeleportDest2")); int secnum; secnum = -1; FSectorTagIterator itr(tag); while ((secnum = itr.Next()) >= 0) { msecnode_t *node; const sector_t * const sec = &level.sectors[secnum]; for (node = sec->touching_thinglist; node; ) { AActor *actor = node->m_thing; msecnode_t *next = node->m_snext; // possibly limit actors by group if (actor != NULL && (group_tid == 0 || actor->tid == group_tid)) { didSomething |= DoGroupForOne (actor, sourceOrigin, destOrigin, floorz, fog); } node = next; } } return didSomething; }