/* 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; }