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1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2000 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
25 * 02111-1307, USA.
26 *
27 * DESCRIPTION:
28 * Teleportation.
29 *
30 *-----------------------------------------------------------------------------*/
31
32#include "doomdef.h"
33#include "doomstat.h"
34#include "p_spec.h"
35#include "p_maputl.h"
36#include "p_map.h"
37#include "r_main.h"
38#include "p_tick.h"
39#include "s_sound.h"
40#include "sounds.h"
41#include "p_user.h"
42#include "rockmacros.h"
43//
44// TELEPORTATION
45//
46// killough 5/3/98: reformatted, cleaned up
47
48int EV_Teleport(line_t *line, int side, mobj_t *thing)
49{
50 thinker_t *thinker;
51 mobj_t *m;
52 int i;
53
54 // don't teleport missiles
55 // Don't teleport if hit back of line,
56 // so you can get out of teleporter.
57 if (side || thing->flags & MF_MISSILE)
58 return 0;
59
60 // killough 1/31/98: improve performance by using
61 // P_FindSectorFromLineTag instead of simple linear search.
62
63 for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
64 for (thinker=thinkercap.next; thinker!=&thinkercap; thinker=thinker->next)
65 if (thinker->function == P_MobjThinker &&
66 (m = (mobj_t *) thinker)->type == MT_TELEPORTMAN &&
67 m->subsector->sector-sectors == i)
68 {
69 fixed_t oldx = thing->x, oldy = thing->y, oldz = thing->z;
70 player_t *player = thing->player;
71
72 // killough 5/12/98: exclude voodoo dolls:
73 if (player && player->mo != thing)
74 player = NULL;
75
76 if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */
77 return 0;
78
79 if (!(demo_compatibility && gamemission >= pack_tnt))
80 thing->z = thing->floorz;
81
82 if (player)
83 player->viewz = thing->z + player->viewheight;
84
85 // spawn teleport fog and emit sound at source
86 S_StartSound(P_SpawnMobj(oldx, oldy, oldz, MT_TFOG), sfx_telept);
87
88 // spawn teleport fog and emit sound at destination
89 S_StartSound(P_SpawnMobj(m->x +
90 20*finecosine[m->angle>>ANGLETOFINESHIFT],
91 m->y +
92 20*finesine[m->angle>>ANGLETOFINESHIFT],
93 thing->z, MT_TFOG),
94 sfx_telept);
95
96 /* don't move for a bit
97 * cph - DEMOSYNC - BOOM had (player) here? */
98 if (thing->player)
99 thing->reactiontime = 18;
100
101 thing->angle = m->angle;
102
103 thing->momx = thing->momy = thing->momz = 0;
104
105 /* killough 10/98: kill all bobbing momentum too */
106 if (player)
107 player->momx = player->momy = 0;
108
109 return 1;
110 }
111 return 0;
112}
113
114//
115// Silent TELEPORTATION, by Lee Killough
116// Primarily for rooms-over-rooms etc.
117//
118
119int EV_SilentTeleport(line_t *line, int side, mobj_t *thing)
120{
121 int i;
122 mobj_t *m;
123 thinker_t *th;
124
125 // don't teleport missiles
126 // Don't teleport if hit back of line,
127 // so you can get out of teleporter.
128
129 if (side || thing->flags & MF_MISSILE)
130 return 0;
131
132 for (i = -1; (i = P_FindSectorFromLineTag(line, i)) >= 0;)
133 for (th = thinkercap.next; th != &thinkercap; th = th->next)
134 if (th->function == P_MobjThinker &&
135 (m = (mobj_t *) th)->type == MT_TELEPORTMAN &&
136 m->subsector->sector-sectors == i)
137 {
138 // Height of thing above ground, in case of mid-air teleports:
139 fixed_t z = thing->z - thing->floorz;
140
141 // Get the angle between the exit thing and source linedef.
142 // Rotate 90 degrees, so that walking perpendicularly across
143 // teleporter linedef causes thing to exit in the direction
144 // indicated by the exit thing.
145 angle_t angle =
146 R_PointToAngle2(0, 0, line->dx, line->dy) - m->angle + ANG90;
147
148 // Sine, cosine of angle adjustment
149 fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
150 fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
151
152 // Momentum of thing crossing teleporter linedef
153 fixed_t momx = thing->momx;
154 fixed_t momy = thing->momy;
155
156 // Whether this is a player, and if so, a pointer to its player_t
157 player_t *player = thing->player;
158
159 // Attempt to teleport, aborting if blocked
160 if (!P_TeleportMove(thing, m->x, m->y, false)) /* killough 8/9/98 */
161 return 0;
162
163 // Rotate thing according to difference in angles
164 thing->angle += angle;
165
166 // Adjust z position to be same height above ground as before
167 thing->z = z + thing->floorz;
168
169 // Rotate thing's momentum to come out of exit just like it entered
170 thing->momx = FixedMul(momx, c) - FixedMul(momy, s);
171 thing->momy = FixedMul(momy, c) + FixedMul(momx, s);
172
173 // Adjust player's view, in case there has been a height change
174 // Voodoo dolls are excluded by making sure player->mo == thing.
175 if (player && player->mo == thing)
176 {
177 // Save the current deltaviewheight, used in stepping
178 fixed_t deltaviewheight = player->deltaviewheight;
179
180 // Clear deltaviewheight, since we don't want any changes
181 player->deltaviewheight = 0;
182
183 // Set player's view according to the newly set parameters
184 P_CalcHeight(player);
185
186 // Reset the delta to have the same dynamics as before
187 player->deltaviewheight = deltaviewheight;
188 }
189 return 1;
190 }
191 return 0;
192}
193
194//
195// Silent linedef-based TELEPORTATION, by Lee Killough
196// Primarily for rooms-over-rooms etc.
197// This is the complete player-preserving kind of teleporter.
198// It has advantages over the teleporter with thing exits.
199//
200
201// maximum fixed_t units to move object to avoid hiccups
202#define FUDGEFACTOR 10
203
204int EV_SilentLineTeleport(line_t *line, int side, mobj_t *thing,
205 boolean reverse)
206{
207 int i;
208 line_t *l;
209
210 if (side || thing->flags & MF_MISSILE)
211 return 0;
212
213 for (i = -1; (i = P_FindLineFromLineTag(line, i)) >= 0;)
214 if ((l=lines+i) != line && l->backsector)
215 {
216 // Get the thing's position along the source linedef
217 fixed_t pos = D_abs(line->dx) > D_abs(line->dy) ?
218 FixedDiv(thing->x - line->v1->x, line->dx) :
219 FixedDiv(thing->y - line->v1->y, line->dy) ;
220
221 // Get the angle between the two linedefs, for rotating
222 // orientation and momentum. Rotate 180 degrees, and flip
223 // the position across the exit linedef, if reversed.
224 angle_t angle = (reverse ? pos = FRACUNIT-pos, 0 : ANG180) +
225 R_PointToAngle2(0, 0, l->dx, l->dy) -
226 R_PointToAngle2(0, 0, line->dx, line->dy);
227
228 // Interpolate position across the exit linedef
229 fixed_t x = l->v2->x - FixedMul(pos, l->dx);
230 fixed_t y = l->v2->y - FixedMul(pos, l->dy);
231
232 // Sine, cosine of angle adjustment
233 fixed_t s = finesine[angle>>ANGLETOFINESHIFT];
234 fixed_t c = finecosine[angle>>ANGLETOFINESHIFT];
235
236 // Maximum distance thing can be moved away from interpolated
237 // exit, to ensure that it is on the correct side of exit linedef
238 int fudge = FUDGEFACTOR;
239
240 // Whether this is a player, and if so, a pointer to its player_t.
241 // Voodoo dolls are excluded by making sure thing->player->mo==thing.
242 player_t *player = thing->player && thing->player->mo == thing ?
243 thing->player : NULL;
244
245 // Whether walking towards first side of exit linedef steps down
246 int stepdown =
247 l->frontsector->floorheight < l->backsector->floorheight;
248
249 // Height of thing above ground
250 fixed_t z = thing->z - thing->floorz;
251
252 // Side to exit the linedef on positionally.
253 //
254 // Notes:
255 //
256 // This flag concerns exit position, not momentum. Due to
257 // roundoff error, the thing can land on either the left or
258 // the right side of the exit linedef, and steps must be
259 // taken to make sure it does not end up on the wrong side.
260 //
261 // Exit momentum is always towards side 1 in a reversed
262 // teleporter, and always towards side 0 otherwise.
263 //
264 // Exiting positionally on side 1 is always safe, as far
265 // as avoiding oscillations and stuck-in-wall problems,
266 // but may not be optimum for non-reversed teleporters.
267 //
268 // Exiting on side 0 can cause oscillations if momentum
269 // is towards side 1, as it is with reversed teleporters.
270 //
271 // Exiting on side 1 slightly improves player viewing
272 // when going down a step on a non-reversed teleporter.
273
274 int side = reverse || (player && stepdown);
275
276 // Make sure we are on correct side of exit linedef.
277 while (P_PointOnLineSide(x, y, l) != side && --fudge>=0)
278 if (D_abs(l->dx) > D_abs(l->dy))
279 y -= (l->dx < 0) != side ? -1 : 1;
280 else
281 x += (l->dy < 0) != side ? -1 : 1;
282
283 // Attempt to teleport, aborting if blocked
284 if (!P_TeleportMove(thing, x, y, false)) /* killough 8/9/98 */
285 return 0;
286
287 // Adjust z position to be same height above ground as before.
288 // Ground level at the exit is measured as the higher of the
289 // two floor heights at the exit linedef.
290 thing->z = z + sides[l->sidenum[stepdown]].sector->floorheight;
291
292 // Rotate thing's orientation according to difference in linedef angles
293 thing->angle += angle;
294
295 // Momentum of thing crossing teleporter linedef
296 x = thing->momx;
297 y = thing->momy;
298
299 // Rotate thing's momentum to come out of exit just like it entered
300 thing->momx = FixedMul(x, c) - FixedMul(y, s);
301 thing->momy = FixedMul(y, c) + FixedMul(x, s);
302
303 // Adjust a player's view, in case there has been a height change
304 if (player)
305 {
306 // Save the current deltaviewheight, used in stepping
307 fixed_t deltaviewheight = player->deltaviewheight;
308
309 // Clear deltaviewheight, since we don't want any changes now
310 player->deltaviewheight = 0;
311
312 // Set player's view according to the newly set parameters
313 P_CalcHeight(player);
314
315 // Reset the delta to have the same dynamics as before
316 player->deltaviewheight = deltaviewheight;
317 }
318
319 return 1;
320 }
321 return 0;
322}