// 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" static FRandom pr_teleport ("Teleport"); extern void P_CalcHeight (player_t *player); CVAR (Bool, telezoom, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); FState ATeleportFog::States[] = { #define S_DTFOG 0 S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_DTFOG+1]), S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_DTFOG+2]), S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_DTFOG+3]), S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_DTFOG+4]), S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_DTFOG+5]), S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_DTFOG+6]), S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_DTFOG+7]), S_BRIGHT (TFOG, 'F', 6, NULL , &States[S_DTFOG+8]), S_BRIGHT (TFOG, 'G', 6, NULL , &States[S_DTFOG+9]), S_BRIGHT (TFOG, 'H', 6, NULL , &States[S_DTFOG+10]), S_BRIGHT (TFOG, 'I', 6, NULL , &States[S_DTFOG+11]), S_BRIGHT (TFOG, 'J', 6, NULL , NULL), #define S_HTFOG (S_DTFOG+12) S_BRIGHT (TELE, 'A', 6, NULL , &States[S_HTFOG+1]), S_BRIGHT (TELE, 'B', 6, NULL , &States[S_HTFOG+2]), S_BRIGHT (TELE, 'C', 6, NULL , &States[S_HTFOG+3]), S_BRIGHT (TELE, 'D', 6, NULL , &States[S_HTFOG+4]), S_BRIGHT (TELE, 'E', 6, NULL , &States[S_HTFOG+5]), S_BRIGHT (TELE, 'F', 6, NULL , &States[S_HTFOG+6]), S_BRIGHT (TELE, 'G', 6, NULL , &States[S_HTFOG+7]), S_BRIGHT (TELE, 'H', 6, NULL , &States[S_HTFOG+8]), S_BRIGHT (TELE, 'G', 6, NULL , &States[S_HTFOG+9]), S_BRIGHT (TELE, 'F', 6, NULL , &States[S_HTFOG+10]), S_BRIGHT (TELE, 'E', 6, NULL , &States[S_HTFOG+11]), S_BRIGHT (TELE, 'D', 6, NULL , &States[S_HTFOG+12]), S_BRIGHT (TELE, 'C', 6, NULL , NULL), #define S_STFOG (S_HTFOG+13) S_BRIGHT (TFOG, 'A', 6, NULL , &States[S_STFOG+1]), S_BRIGHT (TFOG, 'B', 6, NULL , &States[S_STFOG+2]), S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_STFOG+3]), S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_STFOG+4]), S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_STFOG+5]), S_BRIGHT (TFOG, 'F', 6, NULL , &States[S_STFOG+6]), S_BRIGHT (TFOG, 'E', 6, NULL , &States[S_STFOG+7]), S_BRIGHT (TFOG, 'D', 6, NULL , &States[S_STFOG+8]), S_BRIGHT (TFOG, 'C', 6, NULL , &States[S_STFOG+9]), S_BRIGHT (TFOG, 'B', 6, NULL , NULL), }; IMPLEMENT_ACTOR (ATeleportFog, Any, -1, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_Flags2 (MF2_NOTELEPORT) PROP_RenderStyle (STYLE_Add) END_DEFAULTS AT_GAME_SET (TeleportFog) { ATeleportFog *def = GetDefault(); if (gameinfo.gametype == GAME_Doom) { def->SpawnState = &ATeleportFog::States[S_DTFOG]; } else if (gameinfo.gametype == GAME_Strife) { def->SpawnState = &ATeleportFog::States[S_STFOG]; } else { def->SpawnState = &ATeleportFog::States[S_HTFOG]; } } void ATeleportFog::PostBeginPlay () { Super::PostBeginPlay (); S_Sound (this, CHAN_BODY, "misc/teleport", 1, ATTN_NORM); } IMPLEMENT_STATELESS_ACTOR (ATeleportDest, Any, 14, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR) PROP_Flags3(MF3_DONTSPLASH) END_DEFAULTS // Teleport dest that can spawn above floor class ATeleportDest2 : public ATeleportDest { DECLARE_STATELESS_ACTOR (ATeleportDest2, ATeleportDest) }; IMPLEMENT_STATELESS_ACTOR (ATeleportDest2, Any, 9044, 0) PROP_FlagsSet (MF_NOGRAVITY) END_DEFAULTS // Z-preserving dest subject to gravity (for TeleportGroup, etc.) class ATeleportDest3 : public ATeleportDest2 { DECLARE_STATELESS_ACTOR (ATeleportDest3, ATeleportDest2) }; IMPLEMENT_STATELESS_ACTOR (ATeleportDest3, Any, 9043, 0) PROP_FlagsClear (MF_NOGRAVITY) END_DEFAULTS // // TELEPORTATION // bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation) { fixed_t oldx; fixed_t oldy; fixed_t oldz; fixed_t aboveFloor; player_t *player; angle_t an; sector_t *destsect; bool resetpitch = false; fixed_t floorheight, ceilingheight; oldx = thing->x; oldy = thing->y; oldz = thing->z; aboveFloor = thing->z - thing->floorz; destsect = R_PointInSubsector (x, y)->sector; // killough 5/12/98: exclude voodoo dolls: player = thing->player; if (player && player->mo != thing) player = NULL; floorheight = destsect->floorplane.ZatPoint (x, y); ceilingheight = destsect->ceilingplane.ZatPoint (x, y); if (z == ONFLOORZ) { if (player) { if (thing->flags & MF_NOGRAVITY && aboveFloor) { z = floorheight + aboveFloor; if (z + thing->height > ceilingheight) { z = ceilingheight - thing->height; } } else { z = floorheight; if (!keepOrientation) { resetpitch = false; } } } else if (thing->flags & MF_MISSILE) { z = floorheight + aboveFloor; if (z + thing->height > ceilingheight) { z = ceilingheight - thing->height; } } else { z = floorheight; } } if (!P_TeleportMove (thing, x, y, z, false)) { return false; } if (player) { player->viewz = thing->z + player->viewheight; if (resetpitch) { player->mo->pitch = 0; } } if (!keepOrientation) { thing->angle = angle; } else { angle = thing->angle; } // Spawn teleport fog at source and destination if (sourceFog) { fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; Spawn (oldx, oldy, oldz + fogDelta, ALLOW_REPLACE); } if (useFog) { fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; an = angle >> ANGLETOFINESHIFT; Spawn (x + 20*finecosine[an], y + 20*finesine[an], thing->z + fogDelta, ALLOW_REPLACE); if (thing->player) { // [RH] Zoom player's field of vision if (telezoom && thing->player->mo == thing) thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f); } } if (thing->player && (useFog || !keepOrientation)) { // Freeze player for about .5 sec if (!(thing->player->Powers & PW_SPEED)) thing->reactiontime = 18; } if (thing->flags & MF_MISSILE) { angle >>= ANGLETOFINESHIFT; thing->momx = FixedMul (thing->Speed, finecosine[angle]); thing->momy = FixedMul (thing->Speed, finesine[angle]); } else if (!keepOrientation) // no fog doesn't alter the player's momentum { thing->momx = thing->momy = thing->momz = 0; // killough 10/98: kill all bobbing momentum too if (player) player->momx = player->momy = 0; } return true; } static AActor *SelectTeleDest (int tid, int tag) { 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). if (tid != 0) { TActorIterator iterator (tid); int count = 0; while ( (searcher = iterator.Next ()) ) { if (tag == 0 || searcher->Sector->tag == tag) { count++; } } // If teleport dests were not found, the sector tag is ignored for the // following compatibility searches. if (count == 0) { // Try to find a matching map spot (fixes Hexen MAP10) TActorIterator it2 (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) { count = 1 + (pr_teleport() % count); } searcher = NULL; while (count > 0) { searcher = iterator.Next (); if (tag == 0 || searcher->Sector->tag == tag) { count--; } } } return searcher; } if (tag != 0) { int secnum = -1; while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 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; 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, bool fog, bool sourceFog, bool keepOrientation) { AActor *searcher; fixed_t z; angle_t angle = 0; fixed_t s = 0, c = 0; fixed_t momx = 0, momy = 0; if (thing == NULL) { // Teleport function called with an invalid actor return false; } 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); if (searcher == NULL) { return false; } // [RH] Lee Killough's changes for silent teleporters from BOOM if (keepOrientation && 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 = R_PointToAngle2 (0, 0, line->dx, line->dy) - searcher->angle + ANG90; // Sine, cosine of angle adjustment s = finesine[angle>>ANGLETOFINESHIFT]; c = finecosine[angle>>ANGLETOFINESHIFT]; // Momentum of thing crossing teleporter linedef momx = thing->momx; momy = thing->momy; z = searcher->z; } else if (searcher->IsKindOf (RUNTIME_CLASS(ATeleportDest2))) { z = searcher->z; } else { z = ONFLOORZ; } if (P_Teleport (thing, searcher->x, searcher->y, z, searcher->angle, fog, sourceFog, keepOrientation)) { // [RH] Lee Killough's changes for silent teleporters from BOOM if (!fog && line && keepOrientation) { // Rotate thing according to difference in angles thing->angle += angle; // 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); } 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, BOOL reverse) { int i; line_t *l; if (side || thing->flags2 & MF2_NOTELEPORT || !line || line->sidenum[1] == NO_SIDE) return false; for (i = -1; (i = P_FindLineFromID (id, i)) >= 0; ) { if (line-lines == i) continue; if ((l=lines+i) != line && l->backsector) { // Get the thing's position along the source linedef SDWORD pos; // 30.2 fixed fixed_t nposx, nposy; // offsets from line { SQWORD den; den = (SQWORD)line->dx*line->dx + (SQWORD)line->dy*line->dy; if (den == 0) { pos = 0; nposx = 0; nposy = 0; } else { SQWORD num = (SQWORD)(thing->x-line->v1->x)*line->dx + (SQWORD)(thing->y-line->v1->y)*line->dy; if (num <= 0) { pos = 0; } else if (num >= den) { pos = 1<<30; } else { 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 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 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; }