gzdoom/src/p_teleport.cpp

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// 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"
#define FUDGEFACTOR 10
static FRandom pr_teleport ("Teleport");
extern void P_CalcHeight (player_t *player);
CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
IMPLEMENT_CLASS (ATeleportFog)
void ATeleportFog::PostBeginPlay ()
{
Super::PostBeginPlay ();
S_Sound (this, CHAN_BODY, "misc/teleport", 1, ATTN_NORM);
switch (gameinfo.gametype)
{
case GAME_Hexen:
case GAME_Heretic:
SetState(FindState(NAME_Raven));
break;
case GAME_Strife:
SetState(FindState(NAME_Strife));
break;
default:
break;
}
}
//==========================================================================
//
// P_SpawnTeleportFog
//
// The beginning of customizable teleport fog
// (not active yet)
//
//==========================================================================
void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool setTarget)
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{
AActor *mo;
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
{
//Do nothing.
mo = NULL;
}
else
{
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
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}
if (mo != NULL && setTarget)
mo->target = mobj;
}
//
// TELEPORTATION
//
bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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{
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
DVector3 old;
double aboveFloor;
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player_t *player;
sector_t *destsect;
bool resetpitch = false;
double floorheight, ceilingheight;
double missilespeed = 0;
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old = thing->Pos();
aboveFloor = thing->Z() - thing->floorz;
destsect = P_PointInSector (pos);
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// 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);
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if (thing->flags & MF_MISSILE)
{ // We don't measure z velocity, because it doesn't change.
missilespeed = thing->VelXYToSpeed();
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}
if (flags & TELF_KEEPHEIGHT)
{
pos.Z = floorheight + aboveFloor;
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}
else if (pos.Z == ONFLOORZ)
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{
if (player)
{
if (thing->flags & MF_NOGRAVITY && aboveFloor)
{
pos.Z = floorheight + aboveFloor;
if (pos.Z + thing->Height > ceilingheight)
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{
pos.Z = ceilingheight - thing->Height;
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}
}
else
{
pos.Z = floorheight;
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if (!(flags & TELF_KEEPORIENTATION))
{
resetpitch = false;
}
}
}
else if (thing->flags & MF_MISSILE)
{
pos.Z = floorheight + aboveFloor;
if (pos.Z + thing->Height > ceilingheight)
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{
pos.Z = ceilingheight - thing->Height;
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}
}
else
{
pos.Z = floorheight;
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}
}
if (!P_TeleportMove (thing, pos, false))
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{
return false;
}
if (player)
{
player->viewz = thing->Z() + player->viewheight;
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if (resetpitch)
{
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player->mo->Angles.Pitch = 0.;
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}
}
if (!(flags & TELF_KEEPORIENTATION))
{
thing->Angles.Yaw = angle;
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}
else
{
angle = thing->Angles.Yaw;
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}
// 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)
{
double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
DVector2 vector = angle.ToVector(20);
DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y);
P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
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}
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);
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}
// [BC] && bHaltVelocity.
else if (!(flags & TELF_KEEPORIENTATION) && !(flags & TELF_KEEPVELOCITY))
{ // no fog doesn't alter the player's momentum
thing->Vel.Zero();
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// killough 10/98: kill all bobbing velocity too
if (player) player->Vel.Zero();
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}
return true;
}
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<AActor> it2(NAME_TeleportDest);
while ((searcher = it2.Next()) != NULL)
{
if (searcher->Sector == 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;
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DAngle angle = 0.;
double s = 0, c = 0;
double vx = 0, vy = 0;
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DAngle badangle = 0.;
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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)
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{
// 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;
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// Sine, cosine of angle adjustment
s = angle.Sin();
c = angle.Cos();
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// Velocity of thing crossing teleporter linedef
vx = thing->Vel.X;
vy = thing->Vel.Y;
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z = searcher->Z();
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}
else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2)))
{
z = searcher->Z();
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}
else
{
z = ONFLOORZ;
}
if ((i_compatflags2 & COMPATF2_BADANGLES) && (thing->player != NULL))
{
badangle = 0.01;
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}
if (P_Teleport (thing, DVector3(searcher->Pos(), z), searcher->Angles.Yaw + badangle, flags))
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{
// [RH] Lee Killough's changes for silent teleporters from BOOM
if (line)
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{
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;
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// 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;
}
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}
if (vx == 0 && vy == 0 && thing->player != NULL && thing->player->mo == thing && !predicting)
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{
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-lines == i)
continue;
if ((l=lines+i) != line && l->backsector)
{
// Get the thing's position along the source linedef
double pos;
DVector2 npos; // offsets from line
double den;
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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)
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{
pos = 0;
}
else if (num >= den)
{
pos = 1;
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}
else
{
pos = num / den;
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}
npos = thing->Pos().XY() - line->v1->fPos() - line->Delta() * pos;
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}
// 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();
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if (!reverse)
{
angle += 180.;
pos = 1 - pos;
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}
// Sine, cosine of angle adjustment
double s = angle.Sin();
double c = angle.Cos();
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DVector2 p;
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// Rotate position along normal to match exit linedef
p.X = npos.X*c - npos.Y*s;
p.Y = npos.Y*c + npos.X*s;
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// Interpolate position across the exit linedef
p += l->v1->fPos() + pos*l->Delta();
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// 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);
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// Height of thing above ground
double z = thing->Z() - thing->floorz;
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// 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
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int side = reverse || (player && stepdown);
int fudge = FUDGEFACTOR;
double dx = line->Delta().X;
double dy = line->Delta().Y;
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// Make sure we are on correct side of exit linedef.
while (P_PointOnLineSidePrecise(p, l) != side && --fudge >= 0)
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{
if (fabs(dx) > fabs(dy))
p.Y -= (dx < 0) != side ? -1 : 1;
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else
p.X += (dy < 0) != side ? -1 : 1;
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}
#endif
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// 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);
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// Attempt to teleport, aborting if blocked
if (!P_TeleportMove (thing, DVector3(p, z), false))
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{
return false;
}
if (thing == players[consoleplayer].camera)
{
R_ResetViewInterpolation ();
}
// Rotate thing's orientation according to difference in linedef angles
thing->Angles.Yaw += angle;
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// 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;
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// 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;
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// Save the current deltaviewheight, used in stepping
double deltaviewheight = player->deltaviewheight;
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// 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();
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bool res =
P_Teleport (victim, DVector3(dest->Pos().XY() + newp, z),
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0., fog ? (TELF_DESTFOG | TELF_SOURCEFOG) : TELF_KEEPORIENTATION);
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// P_Teleport only changes angle if fog is true
victim->Angles.Yaw = (dest->Angles.Yaw + victim->Angles.Yaw - source->Angles.Yaw).Normalized360();
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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;
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}
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 = &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;
}