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https://github.com/ZDoom/qzdoom-gpl.git
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721 lines
19 KiB
C++
721 lines
19 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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#include "doomstat.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#define FUDGEFACTOR 10
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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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IMPLEMENT_CLASS (ATeleportFog)
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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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switch (gameinfo.gametype)
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{
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case GAME_Hexen:
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case GAME_Heretic:
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SetState(FindState(NAME_Raven));
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break;
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case GAME_Strife:
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SetState(FindState(NAME_Strife));
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break;
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default:
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break;
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}
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}
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//==========================================================================
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//
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// P_SpawnTeleportFog
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//
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// The beginning of customizable teleport fog
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// (not active yet)
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//
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//==========================================================================
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void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele, bool setTarget)
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{
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AActor *mo;
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if ((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType) == NULL)
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{
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//Do nothing.
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mo = NULL;
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}
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else
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{
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mo = Spawn((beforeTele ? mobj->TeleFogSourceType : mobj->TeleFogDestType), pos, ALLOW_REPLACE);
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}
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if (mo != NULL && setTarget)
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mo->target = mobj;
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}
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//
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// TELEPORTATION
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//
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bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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{
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bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
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DVector3 old;
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double aboveFloor;
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player_t *player;
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sector_t *destsect;
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bool resetpitch = false;
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double floorheight, ceilingheight;
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double missilespeed = 0;
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old = thing->Pos();
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aboveFloor = thing->Z() - thing->floorz;
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destsect = P_PointInSector (pos);
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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 (pos);
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ceilingheight = destsect->ceilingplane.ZatPoint (pos);
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if (thing->flags & MF_MISSILE)
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{ // We don't measure z velocity, because it doesn't change.
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missilespeed = thing->VelXYToSpeed();
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}
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if (flags & TELF_KEEPHEIGHT)
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{
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pos.Z = floorheight + aboveFloor;
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}
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else if (pos.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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pos.Z = floorheight + aboveFloor;
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if (pos.Z + thing->Height > ceilingheight)
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{
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pos.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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pos.Z = floorheight;
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if (!(flags & TELF_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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pos.Z = floorheight + aboveFloor;
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if (pos.Z + thing->Height > ceilingheight)
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{
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pos.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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pos.Z = floorheight;
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}
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}
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if (!P_TeleportMove (thing, pos, 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->Angles.Pitch = 0.;
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}
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}
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if (!(flags & TELF_KEEPORIENTATION))
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{
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thing->Angles.Yaw = angle;
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}
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else
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{
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angle = thing->Angles.Yaw;
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}
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// Spawn teleport fog at source and destination
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if ((flags & TELF_SOURCEFOG) && !predicting)
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{
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P_SpawnTeleportFog(thing, old, true, true); //Passes the actor through which then pulls the TeleFog metadata types based on properties.
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}
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if (flags & TELF_DESTFOG)
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{
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if (!predicting)
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{
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double fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
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DVector2 vector = angle.ToVector(20);
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DVector2 fogpos = P_GetOffsetPosition(pos.X, pos.Y, vector.X, vector.Y);
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P_SpawnTeleportFog(thing, DVector3(fogpos, thing->Z() + fogDelta), false, true);
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}
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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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// [BC] && bHaltVelocity.
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if (telezoom && thing->player->mo == thing && !(flags & TELF_KEEPVELOCITY))
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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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// [BC] && bHaltVelocity.
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if (thing->player && ((flags & TELF_DESTFOG) || !(flags & TELF_KEEPORIENTATION)) && !(flags & TELF_KEEPVELOCITY))
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{
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// Freeze player for about .5 sec
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if (thing->Inventory == NULL || !thing->Inventory->GetNoTeleportFreeze())
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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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thing->VelFromAngle(missilespeed);
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}
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// [BC] && bHaltVelocity.
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else if (!(flags & TELF_KEEPORIENTATION) && !(flags & TELF_KEEPVELOCITY))
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{ // no fog doesn't alter the player's momentum
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thing->Vel.Zero();
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// killough 10/98: kill all bobbing velocity too
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if (player) player->Vel.Zero();
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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, bool norandom)
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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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// Compatibility hack for some maps that fell victim to a bug in the teleport code in 2.0.9x
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if (ib_compatflags & BCOMPATF_BADTELEPORTERS) tag = 0;
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if (tid != 0)
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{
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NActorIterator iterator (NAME_TeleportDest, 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 || tagManager.SectorHasTag(searcher->Sector, 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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// Do this only when tag is 0 because this is the only case that was defined in Hexen.
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if (count == 0)
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{
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if (tag == 0)
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{
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// Try to find a matching map spot (fixes Hexen MAP10)
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NActorIterator it2 (NAME_MapSpot, 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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}
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else
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{
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if (count != 1 && !norandom)
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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 || tagManager.SectorHasTag(searcher->Sector, 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;
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FSectorTagIterator itr(tag);
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while ((secnum = itr.Next()) >= 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<AActor> it2(NAME_TeleportDest);
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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, int flags)
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{
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AActor *searcher;
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double z;
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DAngle angle = 0.;
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double s = 0, c = 0;
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double vx = 0, vy = 0;
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DAngle badangle = 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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bool predicting = (thing->player && (thing->player->cheats & CF_PREDICTING));
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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, predicting);
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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 ((flags & TELF_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 = line->Delta().Angle() - searcher->Angles.Yaw + 90.;
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// Sine, cosine of angle adjustment
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s = angle.Sin();
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c = angle.Cos();
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// Velocity of thing crossing teleporter linedef
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vx = thing->Vel.X;
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vy = thing->Vel.Y;
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z = searcher->Z();
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}
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else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2)))
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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 ((i_compatflags2 & COMPATF2_BADANGLES) && (thing->player != NULL))
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{
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badangle = 0.01;
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}
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if (P_Teleport (thing, DVector3(searcher->Pos(), z), searcher->Angles.Yaw + badangle, flags))
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{
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// [RH] Lee Killough's changes for silent teleporters from BOOM
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if (!(flags & TELF_DESTFOG) && line && (flags & TELF_KEEPORIENTATION))
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{
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// Rotate thing according to difference in angles
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thing->Angles.Yaw += angle;
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// Rotate thing's velocity to come out of exit just like it entered
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thing->Vel.X = vx*c - vy*s;
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thing->Vel.Y = vy*c + vx*s;
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}
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if (vx == 0 && vy == 0 && thing->player != NULL && thing->player->mo == thing && !predicting)
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{
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thing->player->mo->PlayIdle ();
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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, INTBOOL 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->sidedef[1] == NULL)
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return false;
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FLineIdIterator itr(id);
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while ((i = itr.Next()) >= 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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double pos;
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DVector2 npos; // offsets from line
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double den;
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den = line->Delta().LengthSquared();
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if (den == 0)
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{
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pos = 0;
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npos.Zero();
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}
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else
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{
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double num = (thing->Pos().XY() - line->v1->fPos()) | line->Delta();
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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;
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}
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else
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{
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pos = num / den;
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}
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npos = thing->Pos().XY() - line->v1->fPos() - line->Delta() * pos;
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}
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// Get the angle between the two linedefs, for rotating
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// orientation and velocity. Rotate 180 degrees, and flip
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// the position across the exit linedef, if reversed.
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DAngle angle = l->Delta().Angle() - line->Delta().Angle();
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if (!reverse)
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{
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angle += 180.;
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pos = 1 - pos;
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}
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// Sine, cosine of angle adjustment
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double s = angle.Sin();
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double c = angle.Cos();
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DVector2 p;
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// Rotate position along normal to match exit linedef
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p.X = npos.X*c - npos.Y*s;
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p.Y = npos.Y*c + npos.X*s;
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// Interpolate position across the exit linedef
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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.
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// Voodoo dolls are excluded by making sure thing->player->mo==thing.
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player_t *player = thing->player && thing->player->mo == thing ?
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thing->player : NULL;
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// Whether walking towards first side of exit linedef steps down
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bool stepdown = l->frontsector->floorplane.ZatPoint(p) < l->backsector->floorplane.ZatPoint(p);
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// Height of thing above ground
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double z = thing->Z() - thing->floorz;
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// Side to exit the linedef on positionally.
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//
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// Notes:
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//
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// This flag concerns exit position, not momentum. Due to
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// roundoff error, the thing can land on either the left or
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// the right side of the exit linedef, and steps must be
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// taken to make sure it does not end up on the wrong side.
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//
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// Exit momentum is always towards side 1 in a reversed
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// teleporter, and always towards side 0 otherwise.
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//
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// Exiting positionally on side 1 is always safe, as far
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// as avoiding oscillations and stuck-in-wall problems,
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// but may not be optimum for non-reversed teleporters.
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//
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// Exiting on side 0 can cause oscillations if momentum
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// is towards side 1, as it is with reversed teleporters.
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//
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// Exiting on side 1 slightly improves player viewing
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// when going down a step on a non-reversed teleporter.
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// Is this really still necessary with real math instead of imprecise trig tables?
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#if 1
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int side = reverse || (player && stepdown);
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int fudge = FUDGEFACTOR;
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|
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double dx = line->Delta().X;
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double dy = line->Delta().Y;
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// Make sure we are on correct side of exit linedef.
|
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while (P_PointOnLineSidePrecise(p, l) != side && --fudge >= 0)
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{
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if (fabs(dx) > fabs(dy))
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p.Y -= (dx < 0) != side ? -1 : 1;
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else
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p.X += (dy < 0) != side ? -1 : 1;
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}
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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
|
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// two floor heights at the exit linedef.
|
|
z = z + l->sidedef[stepdown]->sector->floorplane.ZatPoint(p);
|
|
|
|
// Attempt to teleport, aborting if blocked
|
|
if (!P_TeleportMove (thing, DVector3(p, z), false))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (thing == players[consoleplayer].camera)
|
|
{
|
|
R_ResetViewInterpolation ();
|
|
}
|
|
|
|
// Rotate thing's orientation according to difference in linedef angles
|
|
thing->Angles.Yaw += angle;
|
|
|
|
// 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;
|
|
|
|
// 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;
|
|
|
|
// Save the current deltaviewheight, used in stepping
|
|
double 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 ? (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();
|
|
|
|
bool res =
|
|
P_Teleport (victim, DVector3(dest->Pos().XY() + newp, z),
|
|
0., fog ? (TELF_DESTFOG | TELF_SOURCEFOG) : TELF_KEEPORIENTATION);
|
|
// P_Teleport only changes angle if fog is true
|
|
victim->Angles.Yaw = (dest->Angles.Yaw + victim->Angles.Yaw - source->Angles.Yaw).Normalized360();
|
|
|
|
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;
|
|
}
|
|
|
|
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 = §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;
|
|
}
|
|
}
|
|
return didSomething;
|
|
}
|