diff options
author | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
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committer | Dave Chapman <dave@dchapman.com> | 2006-03-28 15:44:01 +0000 |
commit | 47f4a458d636a889e955e68f896708f1276febc0 (patch) | |
tree | 99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/p_telept.c | |
parent | fff7d6157d56f233cad5c2003475e47a5ff809a7 (diff) |
Patch #2969 - Doom! Currently only working on the H300.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
Diffstat (limited to 'apps/plugins/doom/p_telept.c')
-rw-r--r-- | apps/plugins/doom/p_telept.c | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/apps/plugins/doom/p_telept.c b/apps/plugins/doom/p_telept.c new file mode 100644 index 0000000000..9282e9f42e --- /dev/null +++ b/apps/plugins/doom/p_telept.c @@ -0,0 +1,322 @@ +/* Emacs style mode select -*- C++ -*- + *----------------------------------------------------------------------------- + * + * + * PrBoom a Doom port merged with LxDoom and LSDLDoom + * based on BOOM, a modified and improved DOOM engine + * Copyright (C) 1999 by + * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman + * Copyright (C) 1999-2000 by + * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA + * 02111-1307, USA. + * + * DESCRIPTION: + * Teleportation. + * + *-----------------------------------------------------------------------------*/ + +#include "doomdef.h" +#include "doomstat.h" +#include "p_spec.h" +#include "p_maputl.h" +#include "p_map.h" +#include "r_main.h" +#include "p_tick.h" +#include "s_sound.h" +#include "sounds.h" +#include "p_user.h" +#include "rockmacros.h" +// +// TELEPORTATION +// +// killough 5/3/98: reformatted, cleaned up + +int EV_Teleport(line_t *line, int side, mobj_t *thing) +{ + thinker_t *thinker; + mobj_t *m; + int i; + + // don't teleport missiles + // Don't teleport if hit back of line, + // so you can get out of teleporter. + if (side || thing->flags & MF_MISSILE) + return 0; + + // killough 1/31/98: improve performance by using + // P_FindSectorFromLineTag instead of simple linear search. + + for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;) + for (thinker=thinkercap.next; thinker!=&thinkercap; thinker=thinker->next) + if (thinker->function == P_MobjThinker && + (m = (mobj_t *) thinker)->type == MT_TELEPORTMAN && + m->subsector->sector-sectors == i) + { + fixed_t oldx = thing->x, oldy = thing->y, oldz = thing->z; + player_t *player = thing->player; + + // killough 5/12/98: exclude voodoo dolls: + if (player && player->mo != thing) + player = NULL; + + if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */ + return 0; + + if (!(demo_compatibility && gamemission >= pack_tnt)) + thing->z = thing->floorz; + + if (player) + player->viewz = thing->z + player->viewheight; + + // spawn teleport fog and emit sound at source + S_StartSound(P_SpawnMobj(oldx, oldy, oldz, MT_TFOG), sfx_telept); + + // spawn teleport fog and emit sound at destination + S_StartSound(P_SpawnMobj(m->x + + 20*finecosine[m->angle>>ANGLETOFINESHIFT], + m->y + + 20*finesine[m->angle>>ANGLETOFINESHIFT], + thing->z, MT_TFOG), + sfx_telept); + + /* don't move for a bit + * cph - DEMOSYNC - BOOM had (player) here? */ + if (thing->player) + thing->reactiontime = 18; + + thing->angle = m->angle; + + thing->momx = thing->momy = thing->momz = 0; + + /* killough 10/98: kill all bobbing momentum too */ + if (player) + player->momx = player->momy = 0; + + return 1; + } + return 0; +} + +// +// Silent TELEPORTATION, by Lee Killough +// Primarily for rooms-over-rooms etc. +// + +int EV_SilentTeleport(line_t *line, int side, mobj_t *thing) +{ + int i; + mobj_t *m; + thinker_t *th; + + // don't teleport missiles + // Don't teleport if hit back of line, + // so you can get out of teleporter. + + if (side || thing->flags & MF_MISSILE) + return 0; + + for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;) + for (th = thinkercap.next; th != &thinkercap; th = th->next) + if (th->function == P_MobjThinker && + (m = (mobj_t *) th)->type == MT_TELEPORTMAN && + m->subsector->sector-sectors == i) + { + // Height of thing above ground, in case of mid-air teleports: + fixed_t z = thing->z - thing->floorz; + + // Get the angle between the exit thing and source linedef. + // Rotate 90 degrees, so that walking perpendicularly across + // teleporter linedef causes thing to exit in the direction + // indicated by the exit thing. + angle_t angle = + R_PointToAngle2(0, 0, line->dx, line->dy) - m->angle + ANG90; + + // Sine, cosine of angle adjustment + fixed_t s = finesine[angle>>ANGLETOFINESHIFT]; + fixed_t c = finecosine[angle>>ANGLETOFINESHIFT]; + + // Momentum of thing crossing teleporter linedef + fixed_t momx = thing->momx; + fixed_t momy = thing->momy; + + // Whether this is a player, and if so, a pointer to its player_t + player_t *player = thing->player; + + // Attempt to teleport, aborting if blocked + if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */ + return 0; + + // Rotate thing according to difference in angles + thing->angle += angle; + + // Adjust z position to be same height above ground as before + thing->z = z + thing->floorz; + + // Rotate thing's momentum to come out of exit just like it entered + thing->momx = FixedMul(momx, c) - FixedMul(momy, s); + thing->momy = FixedMul(momy, c) + FixedMul(momx, s); + + // Adjust player's view, in case there has been a height change + // Voodoo dolls are excluded by making sure player->mo == thing. + if (player && player->mo == thing) + { + // Save the current deltaviewheight, used in stepping + fixed_t deltaviewheight = player->deltaviewheight; + + // Clear deltaviewheight, since we don't want any changes + player->deltaviewheight = 0; + + // Set player's view according to the newly set parameters + P_CalcHeight(player); + + // Reset the delta to have the same dynamics as before + player->deltaviewheight = deltaviewheight; + } + return 1; + } + return 0; +} + +// +// Silent linedef-based TELEPORTATION, by Lee Killough +// Primarily for rooms-over-rooms etc. +// This is the complete player-preserving kind of teleporter. +// It has advantages over the teleporter with thing exits. +// + +// maximum fixed_t units to move object to avoid hiccups +#define FUDGEFACTOR 10 + +int EV_SilentLineTeleport(line_t *line, int side, mobj_t *thing, + boolean reverse) +{ + int i; + line_t *l; + + if (side || thing->flags & MF_MISSILE) + return 0; + + for (i = -1; (i = P_FindLineFromLineTag(line, i)) >= 0;) + if ((l=lines+i) != line && l->backsector) + { + // Get the thing's position along the source linedef + fixed_t pos = D_abs(line->dx) > D_abs(line->dy) ? + FixedDiv(thing->x - line->v1->x, line->dx) : + FixedDiv(thing->y - line->v1->y, line->dy) ; + + // Get the angle between the two linedefs, for rotating + // orientation and momentum. Rotate 180 degrees, and flip + // the position across the exit linedef, if reversed. + angle_t angle = (reverse ? pos = FRACUNIT-pos, 0 : ANG180) + + R_PointToAngle2(0, 0, l->dx, l->dy) - + R_PointToAngle2(0, 0, line->dx, line->dy); + + // Interpolate position across the exit linedef + fixed_t x = l->v2->x - FixedMul(pos, l->dx); + fixed_t y = l->v2->y - FixedMul(pos, l->dy); + + // Sine, cosine of angle adjustment + fixed_t s = finesine[angle>>ANGLETOFINESHIFT]; + fixed_t c = finecosine[angle>>ANGLETOFINESHIFT]; + + // Maximum distance thing can be moved away from interpolated + // exit, to ensure that it is on the correct side of exit linedef + int fudge = FUDGEFACTOR; + + // Whether this is a player, and if so, a pointer to its player_t. + // Voodoo dolls are excluded by making sure thing->player->mo==thing. + player_t *player = thing->player && thing->player->mo == thing ? + thing->player : NULL; + + // Whether walking towards first side of exit linedef steps down + int stepdown = + l->frontsector->floorheight < l->backsector->floorheight; + + // Height of thing above ground + fixed_t z = thing->z - thing->floorz; + + // Side to exit the linedef on positionally. + // + // Notes: + // + // This flag concerns exit position, not momentum. Due to + // roundoff error, the thing can land on either the left or + // the right side of the exit linedef, and steps must be + // taken to make sure it does not end up on the wrong side. + // + // Exit momentum is always towards side 1 in a reversed + // teleporter, and always towards side 0 otherwise. + // + // Exiting positionally on side 1 is always safe, as far + // as avoiding oscillations and stuck-in-wall problems, + // but may not be optimum for non-reversed teleporters. + // + // Exiting on side 0 can cause oscillations if momentum + // is towards side 1, as it is with reversed teleporters. + // + // Exiting on side 1 slightly improves player viewing + // when going down a step on a non-reversed teleporter. + + int side = reverse || (player && stepdown); + + // Make sure we are on correct side of exit linedef. + while (P_PointOnLineSide(x, y, l) != side && --fudge>=0) + if (D_abs(l->dx) > D_abs(l->dy)) + y -= (l->dx < 0) != side ? -1 : 1; + else + x += (l->dy < 0) != side ? -1 : 1; + + // Attempt to teleport, aborting if blocked + if (!P_TeleportMove(thing, x, y, false)) /* killough 8/9/98 */ + return 0; + + // 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. + thing->z = z + sides[l->sidenum[stepdown]].sector->floorheight; + + // Rotate thing's orientation according to difference in linedef angles + thing->angle += angle; + + // Momentum of thing crossing teleporter linedef + x = thing->momx; + y = thing->momy; + + // Rotate thing's momentum to come out of exit just like it entered + thing->momx = FixedMul(x, c) - FixedMul(y, s); + thing->momy = FixedMul(y, c) + FixedMul(x, s); + + // Adjust a player's view, in case there has been a height change + if (player) + { + // Save the current deltaviewheight, used in stepping + fixed_t deltaviewheight = player->deltaviewheight; + + // Clear deltaviewheight, since we don't want any changes now + player->deltaviewheight = 0; + + // Set player's view according to the newly set parameters + P_CalcHeight(player); + + // Reset the delta to have the same dynamics as before + player->deltaviewheight = deltaviewheight; + } + + return 1; + } + return 0; +} |