mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 10:51:26 +00:00
e815474cbe
returning from one function to another function when the function that was called was used as part of an expression. - Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script could crash. - Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations) appeared at the bottom of the ledge (and consequently inside it) instead of on top of it because the items were placed directly on the lines. AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide() code to handle situations like this. Previously, it just used the original code for straight horizontal/vertical lines and used the new code for diagonal lines. - Fixed: FWadCollection::MergeLumps() used in incorrect realloc. - Fixed: FPlayList::NextLine() did not properly handle blank lines in the playlist. - Changed: Decals now use lightweight thinkers instead of actors. (76 bytes versus 396, so you save 320k if you have 1024 decals present.) - Fixed: Wads added with pullin were loaded immediately after the IWAD. Exec files are now processed immediately before -file but after autoloading wads in D_DoomMain(). - Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing redefinition from the command line. - Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>. - Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t, avoiding a pointer truncation warning. SVN r30 (trunk)
753 lines
21 KiB
C++
753 lines
21 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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 "templates.h"
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#include "doomtype.h"
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#include "doomdef.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "r_state.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "m_random.h"
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#include "i_system.h"
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static FRandom pr_teleport ("Teleport");
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extern void P_CalcHeight (player_t *player);
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CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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FState ATeleportFog::States[] =
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{
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#define S_DTFOG 0
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S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_DTFOG+1]),
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S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_DTFOG+2]),
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S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_DTFOG+3]),
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S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_DTFOG+4]),
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S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_DTFOG+5]),
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S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_DTFOG+6]),
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S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_DTFOG+7]),
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S_BRIGHT (TFOG, 'F', 6, NULL , &States[S_DTFOG+8]),
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S_BRIGHT (TFOG, 'G', 6, NULL , &States[S_DTFOG+9]),
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S_BRIGHT (TFOG, 'H', 6, NULL , &States[S_DTFOG+10]),
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S_BRIGHT (TFOG, 'I', 6, NULL , &States[S_DTFOG+11]),
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S_BRIGHT (TFOG, 'J', 6, NULL , NULL),
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#define S_HTFOG (S_DTFOG+12)
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S_BRIGHT (TELE, 'A', 6, NULL , &States[S_HTFOG+1]),
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S_BRIGHT (TELE, 'B', 6, NULL , &States[S_HTFOG+2]),
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S_BRIGHT (TELE, 'C', 6, NULL , &States[S_HTFOG+3]),
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S_BRIGHT (TELE, 'D', 6, NULL , &States[S_HTFOG+4]),
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S_BRIGHT (TELE, 'E', 6, NULL , &States[S_HTFOG+5]),
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S_BRIGHT (TELE, 'F', 6, NULL , &States[S_HTFOG+6]),
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S_BRIGHT (TELE, 'G', 6, NULL , &States[S_HTFOG+7]),
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S_BRIGHT (TELE, 'H', 6, NULL , &States[S_HTFOG+8]),
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S_BRIGHT (TELE, 'G', 6, NULL , &States[S_HTFOG+9]),
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S_BRIGHT (TELE, 'F', 6, NULL , &States[S_HTFOG+10]),
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S_BRIGHT (TELE, 'E', 6, NULL , &States[S_HTFOG+11]),
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S_BRIGHT (TELE, 'D', 6, NULL , &States[S_HTFOG+12]),
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S_BRIGHT (TELE, 'C', 6, NULL , NULL),
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#define S_STFOG (S_HTFOG+13)
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S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_STFOG+1]),
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S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_STFOG+2]),
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S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_STFOG+3]),
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S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_STFOG+4]),
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S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_STFOG+5]),
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S_BRIGHT (TFOG, 'F', 6, NULL , &States[S_STFOG+6]),
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S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_STFOG+7]),
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S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_STFOG+8]),
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S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_STFOG+9]),
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S_BRIGHT (TFOG, 'B', 6, NULL , NULL),
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};
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IMPLEMENT_ACTOR (ATeleportFog, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
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PROP_Flags2 (MF2_NOTELEPORT)
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PROP_RenderStyle (STYLE_Add)
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END_DEFAULTS
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AT_GAME_SET (TeleportFog)
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{
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ATeleportFog *def = GetDefault<ATeleportFog>();
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if (gameinfo.gametype == GAME_Doom)
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{
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def->SpawnState = &ATeleportFog::States[S_DTFOG];
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}
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else if (gameinfo.gametype == GAME_Strife)
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{
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def->SpawnState = &ATeleportFog::States[S_STFOG];
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}
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else
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{
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def->SpawnState = &ATeleportFog::States[S_HTFOG];
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}
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}
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void ATeleportFog::PostBeginPlay ()
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{
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Super::PostBeginPlay ();
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S_Sound (this, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
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}
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IMPLEMENT_STATELESS_ACTOR (ATeleportDest, Any, 14, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR)
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END_DEFAULTS
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// Teleport dest that can spawn above floor
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class ATeleportDest2 : public ATeleportDest
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{
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DECLARE_STATELESS_ACTOR (ATeleportDest2, ATeleportDest)
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};
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IMPLEMENT_STATELESS_ACTOR (ATeleportDest2, Any, 9044, 0)
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PROP_FlagsSet (MF_NOGRAVITY)
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END_DEFAULTS
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// Z-preserving dest subject to gravity (for TeleportGroup, etc.)
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class ATeleportDest3 : public ATeleportDest2
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{
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DECLARE_STATELESS_ACTOR (ATeleportDest3, ATeleportDest2)
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};
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IMPLEMENT_STATELESS_ACTOR (ATeleportDest3, Any, 9043, 0)
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PROP_FlagsClear (MF_NOGRAVITY)
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END_DEFAULTS
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//
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// TELEPORTATION
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//
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bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
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bool useFog, bool sourceFog, bool keepOrientation)
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{
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fixed_t oldx;
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fixed_t oldy;
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fixed_t oldz;
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fixed_t aboveFloor;
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player_t *player;
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angle_t an;
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sector_t *destsect;
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bool resetpitch = false;
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fixed_t floorheight, ceilingheight;
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oldx = thing->x;
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oldy = thing->y;
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oldz = thing->z;
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aboveFloor = thing->z - thing->floorz;
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destsect = R_PointInSubsector (x, y)->sector;
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// killough 5/12/98: exclude voodoo dolls:
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player = thing->player;
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if (player && player->mo != thing)
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player = NULL;
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floorheight = destsect->floorplane.ZatPoint (x, y);
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ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
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if (z == ONFLOORZ)
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{
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if (player)
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{
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if (thing->flags & MF_NOGRAVITY && aboveFloor)
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{
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z = floorheight + aboveFloor;
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if (z + thing->height > ceilingheight)
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{
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z = ceilingheight - thing->height;
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}
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}
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else
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{
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z = floorheight;
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if (!keepOrientation)
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{
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resetpitch = false;
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}
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}
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}
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else if (thing->flags & MF_MISSILE)
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{
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z = floorheight + aboveFloor;
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if (z + thing->height > ceilingheight)
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{
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z = ceilingheight - thing->height;
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}
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}
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else
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{
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z = floorheight;
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}
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}
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if (!P_TeleportMove (thing, x, y, z, false))
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{
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return false;
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}
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if (player)
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{
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player->viewz = thing->z + player->viewheight;
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if (resetpitch)
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{
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player->mo->pitch = 0;
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}
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}
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if (!keepOrientation)
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{
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thing->angle = angle;
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}
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else
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{
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angle = thing->angle;
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}
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// Spawn teleport fog at source and destination
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if (sourceFog)
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{
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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Spawn<ATeleportFog> (oldx, oldy, oldz + fogDelta);
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}
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if (useFog)
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{
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fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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an = angle >> ANGLETOFINESHIFT;
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Spawn<ATeleportFog> (x + 20*finecosine[an],
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y + 20*finesine[an], thing->z + fogDelta);
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if (thing->player)
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{
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// [RH] Zoom player's field of vision
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if (telezoom && thing->player->mo == thing)
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thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f);
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}
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}
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if (thing->player && (useFog || !keepOrientation))
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{
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// Freeze player for about .5 sec
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if (!(thing->player->Powers & PW_SPEED))
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thing->reactiontime = 18;
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}
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if (thing->flags & MF_MISSILE)
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{
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angle >>= ANGLETOFINESHIFT;
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thing->momx = FixedMul (thing->Speed, finecosine[angle]);
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thing->momy = FixedMul (thing->Speed, finesine[angle]);
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}
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else if (!keepOrientation) // no fog doesn't alter the player's momentum
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{
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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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}
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return true;
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}
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static AActor *SelectTeleDest (int tid, int tag)
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{
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AActor *searcher;
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// If tid is non-zero, select a destination from a matching actor at random.
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// If tag is also non-zero, the selection is restricted to actors in sectors
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// with a matching tag. If tid is zero and tag is non-zero, then the old Doom
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// behavior is used instead (return the first teleport dest found in a tagged
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// sector).
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if (tid != 0)
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{
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TActorIterator<ATeleportDest> iterator (tid);
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int count = 0;
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while ( (searcher = iterator.Next ()) )
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{
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if (tag == 0 || searcher->Sector->tag == tag)
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{
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count++;
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}
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}
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// If teleport dests were not found, the sector tag is ignored for the
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// following compatibility searches.
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if (count == 0)
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{
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// Try to find a matching map spot (fixes Hexen MAP10)
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TActorIterator<AMapSpot> it2 (tid);
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searcher = it2.Next ();
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if (searcher == NULL)
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{
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// Try to find a matching non-blocking spot of any type (fixes Caldera MAP13)
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FActorIterator it3 (tid);
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searcher = it3.Next ();
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while (searcher != NULL && (searcher->flags & MF_SOLID))
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{
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searcher = it3.Next ();
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}
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return searcher;
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}
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}
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else
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{
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if (count != 1)
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{
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count = 1 + (pr_teleport() % count);
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}
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searcher = NULL;
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while (count > 0)
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{
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searcher = iterator.Next ();
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if (tag == 0 || searcher->Sector->tag == tag)
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{
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count--;
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}
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}
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}
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return searcher;
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}
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if (tag != 0)
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{
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int secnum = -1;
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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// Scanning the snext links of things in the sector will not work, because
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// TeleportDests have MF_NOSECTOR set. So you have to search *everything*.
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// If there is more than one sector with a matching tag, then the destination
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// in the lowest-numbered sector is returned, rather than the earliest placed
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// teleport destination. This means if 50 sectors have a matching tag and
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// only the last one has a destination, *every* actor is scanned at least 49
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// times. Yuck.
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TThinkerIterator<ATeleportDest> it2;
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while ((searcher = it2.Next()) != NULL)
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{
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if (searcher->Sector == sectors + secnum)
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{
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return searcher;
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}
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}
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}
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}
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return NULL;
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}
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog,
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bool sourceFog, bool keepOrientation)
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{
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AActor *searcher;
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fixed_t z;
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angle_t angle = 0;
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fixed_t s = 0, c = 0;
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fixed_t momx = 0, momy = 0;
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if (thing == NULL)
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{ // Teleport function called with an invalid actor
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return false;
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}
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if (thing->flags2 & MF2_NOTELEPORT)
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{
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return false;
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}
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if (side != 0)
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{ // Don't teleport if hit back of line, so you can get out of teleporter.
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return 0;
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}
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searcher = SelectTeleDest (tid, tag);
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if (searcher == NULL)
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{
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return false;
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}
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// [RH] Lee Killough's changes for silent teleporters from BOOM
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if (keepOrientation && line)
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{
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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 = R_PointToAngle2 (0, 0, line->dx, line->dy) - searcher->angle + ANG90;
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// Sine, cosine of angle adjustment
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s = finesine[angle>>ANGLETOFINESHIFT];
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c = finecosine[angle>>ANGLETOFINESHIFT];
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// Momentum of thing crossing teleporter linedef
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momx = thing->momx;
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momy = thing->momy;
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z = searcher->z;
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}
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else if (searcher->IsKindOf (RUNTIME_CLASS(ATeleportDest2)))
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{
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z = searcher->z;
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}
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else
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{
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z = ONFLOORZ;
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}
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if (P_Teleport (thing, searcher->x, searcher->y, z, searcher->angle, fog, sourceFog, keepOrientation))
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{
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// [RH] Lee Killough's changes for silent teleporters from BOOM
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if (!fog && line && keepOrientation)
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{
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// Rotate thing according to difference in angles
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thing->angle += angle;
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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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}
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return true;
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}
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return false;
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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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// [RH] Modified to support different source and destination ids.
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// [RH] Modified some more to be accurate.
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bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id,
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BOOL 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->flags2 & MF2_NOTELEPORT || !line || line->sidenum[1] == NO_SIDE)
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return false;
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for (i = -1; (i = P_FindLineFromID (id, i)) >= 0; )
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{
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if (line-lines == i)
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continue;
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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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SDWORD pos; // 30.2 fixed
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fixed_t nposx, nposy; // offsets from line
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{
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SQWORD den;
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den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy;
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if (den == 0)
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{
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pos = 0;
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nposx = 0;
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nposy = 0;
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}
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else
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{
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SQWORD num = (SQWORD)(thing->x-line->v1->x)*line->dx +
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(SQWORD)(thing->y-line->v1->y)*line->dy;
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if (num <= 0)
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{
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pos = 0;
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}
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else if (num >= den)
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{
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pos = 1<<30;
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}
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else
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{
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pos = (SDWORD)(num / (den>>30));
|
|
}
|
|
nposx = thing->x - line->v1->x - MulScale30 (line->dx, pos);
|
|
nposy = thing->y - line->v1->y - MulScale30 (line->dy, pos);
|
|
}
|
|
}
|
|
|
|
// 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 =
|
|
R_PointToAngle2(0, 0, l->dx, l->dy) -
|
|
R_PointToAngle2(0, 0, line->dx, line->dy);
|
|
|
|
if (!reverse)
|
|
{
|
|
angle += ANGLE_180;
|
|
pos = (1<<30) - pos;
|
|
}
|
|
|
|
// Sine, cosine of angle adjustment
|
|
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
|
|
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
|
|
|
|
fixed_t x, y;
|
|
|
|
// Rotate position along normal to match exit linedef
|
|
x = DMulScale16 (nposx, c, -nposy, s);
|
|
y = DMulScale16 (nposy, c, nposx, s);
|
|
|
|
// Interpolate position across the exit linedef
|
|
x += l->v1->x + MulScale30 (pos, l->dx);
|
|
y += l->v1->y + MulScale30 (pos, l->dy);
|
|
|
|
// 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;
|
|
|
|
// Height of thing above ground
|
|
fixed_t z;
|
|
|
|
z = thing->z - sides[line->sidenum[1]].sector->floorplane.ZatPoint (thing->x, thing->y)
|
|
+ sides[l->sidenum[0]].sector->floorplane.ZatPoint (x, y);
|
|
|
|
// Attempt to teleport, aborting if blocked
|
|
// 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.
|
|
if (!P_TeleportMove (thing, x, y, z, false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (thing == players[consoleplayer].camera)
|
|
{
|
|
R_ResetViewInterpolation ();
|
|
}
|
|
|
|
// 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 = DMulScale16 (x, c, -y, s);
|
|
thing->momy = DMulScale16 (y, c, 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 momentum
|
|
x = player->momx;
|
|
y = player->momy;
|
|
player->momx = DMulScale16 (x, c, -y, s);
|
|
player->momy = DMulScale16 (y, c, x, s);
|
|
|
|
// 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 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, fog, !fog);
|
|
}
|
|
}
|
|
|
|
return didSomething;
|
|
}
|
|
|
|
static bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, bool fog)
|
|
{
|
|
int an = (dest->angle - source->angle) >> ANGLETOFINESHIFT;
|
|
fixed_t offX = victim->x - source->x;
|
|
fixed_t offY = victim->y - source->y;
|
|
angle_t offAngle = victim->angle - source->angle;
|
|
fixed_t newX = DMulScale16 (offX, finecosine[an], -offY, finesine[an]);
|
|
fixed_t newY = DMulScale16 (offX, finesine[an], offY, finecosine[an]);
|
|
|
|
bool res =
|
|
P_Teleport (victim, dest->x + newX,
|
|
dest->y + newY,
|
|
floorz ? ONFLOORZ : dest->z + victim->z - source->z,
|
|
0, fog, fog, !fog);
|
|
// P_Teleport only changes angle if fog is true
|
|
victim->angle = dest->angle + offAngle;
|
|
|
|
return res;
|
|
}
|
|
|
|
#if 0
|
|
static void MoveTheDecal (DBaseDecal *decal, fixed_t z, AActor *source, AActor *dest)
|
|
{
|
|
int an = (dest->angle - source->angle) >> ANGLETOFINESHIFT;
|
|
fixed_t offX = decal->x - source->x;
|
|
fixed_t offY = decal->y - source->y;
|
|
fixed_t newX = DMulScale16 (offX, finecosine[an], -offY, finesine[an]);
|
|
fixed_t newY = DMulScale16 (offX, finesine[an], offY, finecosine[an]);
|
|
|
|
decal->Relocate (dest->x + newX, dest->y + newY, dest->z + z - source->z);
|
|
}
|
|
#endif
|
|
|
|
// [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);
|
|
}
|
|
|
|
{
|
|
TActorIterator<ATeleportDest> iterator (dest_tid);
|
|
destOrigin = iterator.Next ();
|
|
}
|
|
if (destOrigin == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool didSomething = false;
|
|
bool floorz = !destOrigin->IsKindOf (RUNTIME_CLASS(ATeleportDest2));
|
|
|
|
// 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->x, destOrigin->y,
|
|
floorz ? ONFLOORZ : destOrigin->z, 0, false, false, true);
|
|
sourceOrigin->angle = destOrigin->angle;
|
|
}
|
|
|
|
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;
|
|
}
|
|
{
|
|
TActorIterator<ATeleportDest> iterator (dest_tid);
|
|
destOrigin = iterator.Next ();
|
|
}
|
|
if (destOrigin == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
bool didSomething = false;
|
|
bool floorz = !destOrigin->IsKindOf (RUNTIME_CLASS(ATeleportDest2));
|
|
int secnum;
|
|
|
|
secnum = -1;
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
msecnode_t *node;
|
|
const sector_t * const sec = §ors[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;
|
|
}
|
|
|
|
#if 0
|
|
if (group_tid == 0 && !fog)
|
|
{
|
|
int lineindex;
|
|
for (lineindex = sec->linecount-1; lineindex >= 0; --lineindex)
|
|
{
|
|
line_t *line = sec->lines[lineindex];
|
|
int wallnum;
|
|
|
|
wallnum = line->sidenum[(line->backsector == sec)];
|
|
if (wallnum != -1)
|
|
{
|
|
side_t *wall = &sides[wallnum];
|
|
ADecal *decal = wall->BoundActors;
|
|
|
|
while (decal != NULL)
|
|
{
|
|
ADecal *next = (ADecal *)decal->snext;
|
|
MoveTheDecal (decal, decal->GetRealZ (wall), sourceOrigin, destOrigin);
|
|
decal = next;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
return didSomething;
|
|
}
|