gzdoom/code/p_telept.c
1999-02-17 00:00:00 +00:00

308 lines
9.2 KiB
C

// 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 "doomtype.h"
#include "doomdef.h"
#include "s_sound.h"
#include "p_local.h"
// State.
#include "r_state.h"
extern P_CalcHeight (player_t *player);
//
// TELEPORTATION
//
// [RH] Changed to look for a destination by ThingID
BOOL EV_Teleport (int tid, int side, mobj_t *thing)
{
mobj_t *m;
unsigned an;
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
player_t *player;
// don't teleport missiles
// Don't teleport if hit back of line,
// so you can get out of teleporter.
if ((thing->flags & MF_MISSILE) || (side == 1))
return 0;
// [RH] Find destination based on it's TID rather than
// the sector containing it. Also allow for destinations
// that remember their vertical position.
if (NULL == (m = P_FindGoal (NULL, tid, MT_TELEPORTMAN)))
if (NULL == (m = P_FindGoal (NULL, tid, MT_TELEPORTMAN2)))
return false;
// killough 5/12/98: exclude voodoo dolls:
player = thing->player;
if (player && player->mo != thing)
player = NULL;
oldx = thing->x;
oldy = thing->y;
oldz = thing->z;
if (!P_TeleportMove (thing, m->x, m->y,
m->type == MT_TELEPORTMAN ? m->subsector->sector->floorheight : m->z, false))
return false;
if (player)
player->viewz = thing->z + thing->player->viewheight;
// spawn teleport fog at source and destination
S_Sound (P_SpawnMobj (oldx, oldy, oldz, MT_TFOG), CHAN_VOICE, "misc/teleport", 1, ATTN_NORM);
an = m->angle >> ANGLETOFINESHIFT;
// emit sound at new spot
S_Sound (P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an], thing->z, MT_TFOG),
CHAN_VOICE, "misc/teleport", 1, ATTN_NORM);
// don't move for a bit
if (player)
thing->reactiontime = 18;
thing->momx = thing->momy = thing->momz = 0;
thing->angle = m->angle;
// killough 10/98: kill all bobbing momentum too
if (player)
player->momx = player->momy = 0;
return true;
}
//
// Silent TELEPORTATION, by Lee Killough
// Primarily for rooms-over-rooms etc.
// [RH] Changed to find destination by tid rather than sector
//
BOOL EV_SilentTeleport (int tid, line_t *line, int side, mobj_t *thing)
{
mobj_t *m;
// don't teleport missiles
// Don't teleport if hit back of line,
// so you can get out of teleporter.
// [RH] This could potentially be called without a source linedef
if (side || thing->flags & MF_MISSILE || !line)
return false;
if (NULL == (m = P_FindGoal (NULL, tid, MT_TELEPORTMAN)))
if (NULL == (m = P_FindGoal (NULL, tid, MT_TELEPORTMAN2)))
return false;
{
// Height of thing above ground, in case of mid-air teleports:
fixed_t z = thing->z - thing->floorz;
// Get the angle between the exit thing and source linedef.
// Rotate 90 degrees, so that walking perpendicularly across
// teleporter linedef causes thing to exit in the direction
// indicated by the exit thing.
angle_t angle =
R_PointToAngle2(0, 0, line->dx, line->dy) - m->angle + ANG90;
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
// Momentum of thing crossing teleporter linedef
fixed_t momx = thing->momx;
fixed_t momy = thing->momy;
// Whether this is a player, and if so, a pointer to its player_t
player_t *player = thing->player;
// Attempt to teleport, aborting if blocked
if (!P_TeleportMove (thing, m->x, m->y, z + m->floorz, false))
return 0;
// 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);
// Adjust player's view, in case there has been a height change
// Voodoo dolls are excluded by making sure player->mo == thing.
if (player && player->mo == thing)
{
// Save the current deltaviewheight, used in stepping
fixed_t deltaviewheight = player->deltaviewheight;
// Clear deltaviewheight, since we don't want any changes
player->deltaviewheight = 0;
// Set player's view according to the newly set parameters
P_CalcHeight(player);
// Reset the delta to have the same dynamics as before
player->deltaviewheight = deltaviewheight;
}
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.
//
// maximum fixed_t units to move object to avoid hiccups
#define FUDGEFACTOR 10
// [RH] Modified to support different source and destination ids.
BOOL EV_SilentLineTeleport (line_t *line, int side, mobj_t *thing, int id,
BOOL reverse)
{
int i;
line_t *l;
if (side || thing->flags & MF_MISSILE || !line)
return false;
for (i = -1; (i = P_FindLineFromID (id, i)) >= 0;)
if ((l=lines+i) != line && l->backsector)
{
// Get the thing's position along the source linedef
fixed_t pos = abs(line->dx) > abs(line->dy) ?
FixedDiv(thing->x - line->v1->x, line->dx) :
FixedDiv(thing->y - line->v1->y, line->dy) ;
// Get the angle between the two linedefs, for rotating
// orientation and momentum. Rotate 180 degrees, and flip
// the position across the exit linedef, if reversed.
angle_t angle = (reverse ? pos = FRACUNIT-pos, 0 : ANG180) +
R_PointToAngle2(0, 0, l->dx, l->dy) -
R_PointToAngle2(0, 0, line->dx, line->dy);
// Interpolate position across the exit linedef
fixed_t x = l->v2->x - FixedMul(pos, l->dx);
fixed_t y = l->v2->y - FixedMul(pos, l->dy);
// Sine, cosine of angle adjustment
fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
// Maximum distance thing can be moved away from interpolated
// exit, to ensure that it is on the correct side of exit linedef
int fudge = FUDGEFACTOR;
// Whether this is a player, and if so, a pointer to its player_t.
// Voodoo dolls are excluded by making sure thing->player->mo==thing.
player_t *player = thing->player && thing->player->mo == thing ?
thing->player : NULL;
// Whether walking towards first side of exit linedef steps down
int stepdown =
l->frontsector->floorheight < l->backsector->floorheight;
// Height of thing above ground
fixed_t z = thing->z - thing->floorz;
// Side to exit the linedef on positionally.
//
// Notes:
//
// This flag concerns exit position, not momentum. Due to
// roundoff error, the thing can land on either the left or
// the right side of the exit linedef, and steps must be
// taken to make sure it does not end up on the wrong side.
//
// Exit momentum is always towards side 1 in a reversed
// teleporter, and always towards side 0 otherwise.
//
// Exiting positionally on side 1 is always safe, as far
// as avoiding oscillations and stuck-in-wall problems,
// but may not be optimum for non-reversed teleporters.
//
// Exiting on side 0 can cause oscillations if momentum
// is towards side 1, as it is with reversed teleporters.
//
// Exiting on side 1 slightly improves player viewing
// when going down a step on a non-reversed teleporter.
int side = reverse || (player && stepdown);
// Make sure we are on correct side of exit linedef.
while (P_PointOnLineSide(x, y, l) != side && --fudge>=0)
if (abs(l->dx) > abs(l->dy))
y -= l->dx < 0 != side ? -1 : 1;
else
x += l->dy < 0 != side ? -1 : 1;
// 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 + sides[l->sidenum[stepdown]].sector->floorheight, false))
return false;
// Rotate thing's orientation according to difference in linedef angles
thing->angle += angle;
// Momentum of thing crossing teleporter linedef
x = thing->momx;
y = thing->momy;
// Rotate thing's momentum to come out of exit just like it entered
thing->momx = FixedMul(x, c) - FixedMul(y, s);
thing->momy = FixedMul(y, c) + FixedMul(x, s);
// Adjust a player's view, in case there has been a height change
if (player)
{
// Save the current deltaviewheight, used in stepping
fixed_t deltaviewheight = player->deltaviewheight;
// Clear deltaviewheight, since we don't want any changes now
player->deltaviewheight = 0;
// Set player's view according to the newly set parameters
P_CalcHeight(player);
// Reset the delta to have the same dynamics as before
player->deltaviewheight = deltaviewheight;
}
return true;
}
return false;
}