mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
faa9cc4302
actor's sector in the game engine code with it. This way there's a clear distinction between renderer-specific and game-specific calls. SVN r638 (trunk)
818 lines
22 KiB
C++
818 lines
22 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"
|
|
|
|
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<ATeleportFog>();
|
|
|
|
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
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_SpawnTeleportFog
|
|
//
|
|
// The beginning of customizable teleport fog
|
|
// (not active yet)
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_SpawnTeleportFog(fixed_t x, fixed_t y, fixed_t z, int spawnid)
|
|
{
|
|
const PClass *fog=NULL;
|
|
|
|
if (spawnid > 0 && spawnid < MAX_SPAWNABLES && SpawnableThings[spawnid] != NULL)
|
|
{
|
|
fog = SpawnableThings[spawnid];
|
|
}
|
|
/* if (fog != NULL && level.info->teleportfog != NAME_None)
|
|
{
|
|
fog = PClass::FindClass(level.info->teleportfog);
|
|
}
|
|
*/
|
|
|
|
if (fog == NULL)
|
|
{
|
|
AActor *mo = Spawn ("TeleportFog", x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
|
|
if (mo != NULL)
|
|
{
|
|
FState * state = NULL;
|
|
|
|
switch(gameinfo.gametype)
|
|
{
|
|
default:
|
|
case GAME_Doom:
|
|
state = mo->FindState(NAME_Doom);
|
|
break;
|
|
|
|
case GAME_Heretic:
|
|
state = mo->FindState(NAME_Heretic);
|
|
break;
|
|
|
|
case GAME_Hexen:
|
|
state = mo->FindState(NAME_Hexen);
|
|
break;
|
|
|
|
case GAME_Strife:
|
|
state = mo->FindState(NAME_Strife);
|
|
break;
|
|
}
|
|
if (state == NULL) state = mo->SpawnState; // allow execution of code pointers in the spawn state
|
|
|
|
mo->SetState(state);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AActor *mo = Spawn (fog, x, y, z, ALLOW_REPLACE);
|
|
if (mo != NULL) mo->SetState(mo->SpawnState);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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 = 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 (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<ATeleportFog> (oldx, oldy, oldz + fogDelta, ALLOW_REPLACE);
|
|
}
|
|
if (useFog)
|
|
{
|
|
fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
|
|
an = angle >> ANGLETOFINESHIFT;
|
|
Spawn<ATeleportFog> (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->Inventory == NULL || thing->Inventory->GetSpeedFactor() <= FRACUNIT)
|
|
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<ATeleportDest> 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)
|
|
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)
|
|
{
|
|
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<ATeleportDest> 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);
|
|
}
|
|
if ((momx | momy) == 0 && thing->player != NULL && thing->player->mo == thing)
|
|
{
|
|
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->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<ATeleportDest> 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<ATeleportDest> 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;
|
|
}
|