summaryrefslogtreecommitdiff
path: root/apps/plugins/doom/p_telept.c
diff options
context:
space:
mode:
authorDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
committerDave Chapman <dave@dchapman.com>2006-03-28 15:44:01 +0000
commit47f4a458d636a889e955e68f896708f1276febc0 (patch)
tree99f770c02ef606f0abbdcd332ac39e69830d8007 /apps/plugins/doom/p_telept.c
parentfff7d6157d56f233cad5c2003475e47a5ff809a7 (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.c322
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;
+}