qzdoom/src/p_teleport.cpp
Randy Heit c412b42703 - Fixed: cycle_t was still a DWORD and not a QWORD under GCC.
- The stat meters now return an FString instead of sprintfing into a fixed
  output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
  - For consistancy with the other integral types, byte is no longer a
    synonym for BYTE.
  - Most uses of BOOL have been change to the standard C++ bool type. Those
    that weren't were changed to INTBOOL to indicate they may contain values
    other than 0 or 1 but are still used as a boolean.
  - Compiler-provided types with explicit bit sizes are now used. In
    particular, DWORD is no longer a long so it will work with both 64-bit
    Windows and Linux.
  - Since some files need to include Windows headers, uint32 is a synonym
    for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
  was all it contained.


SVN r326 (trunk)
2006-09-14 00:02:31 +00:00

753 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"
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
//
// TELEPORTATION
//
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle,
bool useFog, bool sourceFog, bool keepOrientation)
{
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
fixed_t aboveFloor;
player_t *player;
angle_t an;
sector_t *destsect;
bool resetpitch = false;
fixed_t floorheight, ceilingheight;
oldx = thing->x;
oldy = thing->y;
oldz = thing->z;
aboveFloor = thing->z - thing->floorz;
destsect = R_PointInSubsector (x, y)->sector;
// killough 5/12/98: exclude voodoo dolls:
player = thing->player;
if (player && player->mo != thing)
player = NULL;
floorheight = destsect->floorplane.ZatPoint (x, y);
ceilingheight = destsect->ceilingplane.ZatPoint (x, y);
if (z == ONFLOORZ)
{
if (player)
{
if (thing->flags & MF_NOGRAVITY && aboveFloor)
{
z = floorheight + aboveFloor;
if (z + thing->height > ceilingheight)
{
z = ceilingheight - thing->height;
}
}
else
{
z = floorheight;
if (!keepOrientation)
{
resetpitch = false;
}
}
}
else if (thing->flags & MF_MISSILE)
{
z = floorheight + aboveFloor;
if (z + thing->height > ceilingheight)
{
z = ceilingheight - thing->height;
}
}
else
{
z = floorheight;
}
}
if (!P_TeleportMove (thing, x, y, z, false))
{
return false;
}
if (player)
{
player->viewz = thing->z + player->viewheight;
if (resetpitch)
{
player->mo->pitch = 0;
}
}
if (!keepOrientation)
{
thing->angle = angle;
}
else
{
angle = thing->angle;
}
// Spawn teleport fog at source and destination
if (sourceFog)
{
fixed_t fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
Spawn<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->player->Powers & PW_SPEED))
thing->reactiontime = 18;
}
if (thing->flags & MF_MISSILE)
{
angle >>= ANGLETOFINESHIFT;
thing->momx = FixedMul (thing->Speed, finecosine[angle]);
thing->momy = FixedMul (thing->Speed, finesine[angle]);
}
else if (!keepOrientation) // no fog doesn't alter the player's momentum
{
thing->momx = thing->momy = thing->momz = 0;
// killough 10/98: kill all bobbing momentum too
if (player)
player->momx = player->momy = 0;
}
return true;
}
static AActor *SelectTeleDest (int tid, int tag)
{
AActor *searcher;
// If tid is non-zero, select a destination from a matching actor at random.
// If tag is also non-zero, the selection is restricted to actors in sectors
// with a matching tag. If tid is zero and tag is non-zero, then the old Doom
// behavior is used instead (return the first teleport dest found in a tagged
// sector).
if (tid != 0)
{
TActorIterator<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)
TActorIterator<AMapSpot> it2 (tid);
searcher = it2.Next ();
if (searcher == NULL)
{
// Try to find a matching non-blocking spot of any type (fixes Caldera MAP13)
FActorIterator it3 (tid);
searcher = it3.Next ();
while (searcher != NULL && (searcher->flags & MF_SOLID))
{
searcher = it3.Next ();
}
return searcher;
}
}
else
{
if (count != 1)
{
count = 1 + (pr_teleport() % count);
}
searcher = NULL;
while (count > 0)
{
searcher = iterator.Next ();
if (tag == 0 || searcher->Sector->tag == tag)
{
count--;
}
}
}
return searcher;
}
if (tag != 0)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
// Scanning the snext links of things in the sector will not work, because
// TeleportDests have MF_NOSECTOR set. So you have to search *everything*.
// If there is more than one sector with a matching tag, then the destination
// in the lowest-numbered sector is returned, rather than the earliest placed
// teleport destination. This means if 50 sectors have a matching tag and
// only the last one has a destination, *every* actor is scanned at least 49
// times. Yuck.
TThinkerIterator<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);
}
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 = &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;
}