// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: p_teleport.cpp 5 2007-01-16 19:13:59Z denis $ // // Copyright (C) 1993-1996 by id Software, Inc. // // 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. // // DESCRIPTION: // Teleportation. // //----------------------------------------------------------------------------- #include #include #include "doomtype.h" #include "doomdef.h" #include "s_sound.h" #include "p_local.h" // State. #include "r_state.h" extern void P_CalcHeight (player_t *player); // // TELEPORTATION // // [RH] Changed to look for a destination by ThingID BOOL EV_Teleport (int tid, AActor *thing) { AActor *m; unsigned an; fixed_t oldx; fixed_t oldy; fixed_t oldz; player_t *player; // don't teleport missiles // Don't teleport if hit back of line, // so you can get out of teleporter. if ((thing->flags & MF_MISSILE)) return 0; // [RH] Find destination based on it's TID rather than // the sector containing it. Also allow for destinations // that remember their vertical position. if (NULL == (m = AActor::FindGoal (NULL, tid, MT_TELEPORTMAN))) if (NULL == (m = AActor::FindGoal (NULL, tid, MT_TELEPORTMAN2))) return false; // killough 5/12/98: exclude voodoo dolls: player = thing->player; if (player && player->mo != thing) player = NULL; oldx = thing->x; oldy = thing->y; oldz = thing->z; if (!P_TeleportMove (thing, m->x, m->y, m->type == MT_TELEPORTMAN ? m->subsector->sector->floorheight : m->z, false)) return false; if (player) player->viewz = thing->z + thing->player->viewheight; // spawn teleport fog at source and destination if(serverside) { S_Sound (new AActor (oldx, oldy, oldz, MT_TFOG), CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); an = m->angle >> ANGLETOFINESHIFT; // emit sound at new spot S_Sound (new AActor (m->x+20*finecosine[an], m->y+20*finesine[an], thing->z, MT_TFOG), CHAN_VOICE, "misc/teleport", 1, ATTN_NORM); } // don't move for a bit if (player) thing->reactiontime = 18; thing->momx = thing->momy = thing->momz = 0; thing->angle = m->angle; return true; } // // Silent TELEPORTATION, by Lee Killough // Primarily for rooms-over-rooms etc. // [RH] Changed to find destination by tid rather than sector // BOOL EV_SilentTeleport (int tid, line_t *line, AActor *thing) { AActor *m; // don't teleport missiles // Don't teleport if hit back of line, // so you can get out of teleporter. // [RH] This could potentially be called without a source linedef if (thing->flags & MF_MISSILE || !line) return false; if (NULL == (m = AActor::FindGoal (NULL, tid, MT_TELEPORTMAN))) if (NULL == (m = AActor::FindGoal (NULL, tid, MT_TELEPORTMAN2))) return false; // 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, z + m->floorz, false)) return 0; // 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); // 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 true; } // // 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 // [RH] Modified to support different source and destination ids. BOOL EV_SilentLineTeleport (line_t *line, AActor *thing, int id, BOOL reverse) { int i; line_t *l; if (thing->flags & MF_MISSILE || !line) return false; for (i = -1; (i = P_FindLineFromID (id, i)) >= 0;) if ((l=lines+i) != line && l->backsector) { // Get the thing's position along the source linedef fixed_t pos = abs(line->dx) > 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 (abs(l->dx) > abs(l->dy)) y -= l->dx < 0 != side ? -1 : 1; else x += l->dy < 0 != side ? -1 : 1; // 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 + sides[l->sidenum[stepdown]].sector->floorheight, false)) return false; // 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 true; } return false; } VERSION_CONTROL (p_teleport_cpp, "$Id: p_teleport.cpp 5 2007-01-16 19:13:59Z denis $")