gzdoom/src/p_teleport.cpp
Christoph Oelckers 867b7767ef - ignore COMPAT_POINTONSIDE in a few places where the side effects of the old P_PointOn*Side functions are either not needed or problematic:
* the sight checking code needs to be as precise as possible and should not depend on some old semi-broken routines. (This is more a precision issue of these routines - P_PointOnDivlineSide removes the lower 8 bits of each value - than having an issue with returning the wrong side in some cases.)
 * for slope creations it is flat out wrong to use the old routines at all.
 * also ignore this in the modern (box-shaped) case of FPathTraverse::AddLineIntercepts. This functionality is new to ZDoom and therefore not subject to compatibility concerns.
 * the line-to-line teleporter. It seems the hideous fudging code was just there to work around the design issues of these functions, so let's better not ever call them here in the first place.
 * A_PainShootSkull: Its usage here does not depend on these issues.
 * P_ExplodeMissile: New code exclusive to ZDoom.
 * FPolyObj::CheckMobjBlocking

All occurences in p_map.cpp have been left alone although most of them probably won't need the compatibility option either.
2016-01-15 12:56:27 +01:00

777 lines
21 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 "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"
#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, fixed_t x, fixed_t y, fixed_t z, bool beforeTele, bool setTarget)
{
AActor *mo;
if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
{
//Do nothing.
mo = NULL;
}
else
{
mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), x, y, z, ALLOW_REPLACE);
}
if (mo != NULL && setTarget)
mo->target = mobj;
}
//
// TELEPORTATION
//
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
bool useFog, bool sourceFog, bool keepOrientation, bool bHaltVelocity, bool keepHeight)
{
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
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;
fixed_t missilespeed;
oldx = thing->x;
oldy = thing->y;
oldz = thing->z;
aboveFloor = thing->z - thing->floorz;
destsect = P_PointInSector (x, y);
// 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 (thing->flags & MF_MISSILE)
{ // We don't measure z velocity, because it doesn't change.
missilespeed = xs_CRoundToInt(TVector2<double>(thing->velx, thing->vely).Length());
}
if (keepHeight)
{
z = floorheight + aboveFloor;
}
else 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 && !predicting)
{
P_SpawnTeleportFog(thing, oldx, oldy, oldz, true, true); //Passes the actor through which then pulls the TeleFog metadata types based on properties.
}
if (useFog)
{
if (!predicting)
{
fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
an = angle >> ANGLETOFINESHIFT;
P_SpawnTeleportFog(thing, x + 20 * finecosine[an], y + 20 * finesine[an], thing->z + fogDelta, false, true);
}
if (thing->player)
{
// [RH] Zoom player's field of vision
// [BC] && bHaltVelocity.
if (telezoom && thing->player->mo == thing && bHaltVelocity)
thing->player->FOV = MIN (175.f, thing->player->DesiredFOV + 45.f);
}
}
// [BC] && bHaltVelocity.
if (thing->player && (useFog || !keepOrientation) && bHaltVelocity)
{
// Freeze player for about .5 sec
if (thing->Inventory == NULL || !thing->Inventory->GetNoTeleportFreeze())
thing->reactiontime = 18;
}
if (thing->flags & MF_MISSILE)
{
angle >>= ANGLETOFINESHIFT;
thing->velx = FixedMul (missilespeed, finecosine[angle]);
thing->vely = FixedMul (missilespeed, finesine[angle]);
}
// [BC] && bHaltVelocity.
else if (!keepOrientation && bHaltVelocity) // no fog doesn't alter the player's momentum
{
thing->velx = thing->vely = thing->velz = 0;
// killough 10/98: kill all bobbing velocity too
if (player)
player->velx = player->vely = 0;
}
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, bool fog,
bool sourceFog, bool keepOrientation, bool haltVelocity, bool keepHeight)
{
AActor *searcher;
fixed_t z;
angle_t angle = 0;
fixed_t s = 0, c = 0;
fixed_t velx = 0, vely = 0;
angle_t badangle = 0;
if (thing == NULL)
{ // Teleport function called with an invalid actor
return false;
}
bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
if (thing->flags2 & MF2_NOTELEPORT)
{
return false;
}
if (side != 0)
{ // Don't teleport if hit back of line, so you can get out of teleporter.
return 0;
}
searcher = SelectTeleDest(tid, tag, predicting);
if (searcher == NULL)
{
return false;
}
// [RH] Lee Killough's changes for silent teleporters from BOOM
if (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];
// Velocity of thing crossing teleporter linedef
velx = thing->velx;
vely = thing->vely;
z = searcher->z;
}
else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2)))
{
z = searcher->z;
}
else
{
z = ONFLOORZ;
}
if ((i_compatflags2 & COMPATF2_BADANGLES) && (thing->player != NULL))
{
badangle = 1 << ANGLETOFINESHIFT;
}
if (P_Teleport (thing, searcher->x, searcher->y, z, searcher->angle + badangle, fog, sourceFog, keepOrientation, haltVelocity, keepHeight))
{
// [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 velocity to come out of exit just like it entered
thing->velx = FixedMul(velx, c) - FixedMul(vely, s);
thing->vely = FixedMul(vely, c) + FixedMul(velx, s);
}
if ((velx | vely) == 0 && thing->player != NULL && thing->player->mo == thing && !predicting)
{
thing->player->mo->PlayIdle ();
}
return true;
}
return false;
}
//
// Silent linedef-based TELEPORTATION, by Lee Killough
// Primarily for rooms-over-rooms etc.
// This is the complete player-preserving kind of teleporter.
// It has advantages over the teleporter with thing exits.
//
// [RH] Modified to support different source and destination ids.
// [RH] Modified some more to be accurate.
bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse)
{
int i;
line_t *l;
if (side || thing->flags2 & MF2_NOTELEPORT || !line || line->sidedef[1] == NULL)
return false;
FLineIdIterator itr(id);
while ((i = itr.Next()) >= 0)
{
if (line-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 velocity. 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;
// Whether walking towards first side of exit linedef steps down
bool stepdown = l->frontsector->floorplane.ZatPoint(x, y) < l->backsector->floorplane.ZatPoint(x, y);
// 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);
int fudge = FUDGEFACTOR;
// Make sure we are on correct side of exit linedef.
while (P_PointOnLineSidePrecise(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;
}
// 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(x, y);
// Attempt to teleport, aborting if blocked
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;
// Velocity of thing crossing teleporter linedef
x = thing->velx;
y = thing->vely;
// Rotate thing's velocity to come out of exit just like it entered
thing->velx = DMulScale16 (x, c, -y, s);
thing->vely = 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 velocity
x = player->velx;
y = player->vely;
player->velx = DMulScale16 (x, c, -y, s);
player->vely = 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);
}
{
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->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;
}
{
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;
}
#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;
}