📄 p_telept.c
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// 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)) 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; // SoM: 3/15/2000: move chasecam at new player location if ( camera.chase ) P_ResetCamera (thing->player); } 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 10int 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 = 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 if (!P_TeleportMove(thing, x, y)) 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; // SoM: 3/15/2000: move chasecam at new player location if ( camera.chase ) P_ResetCamera (thing->player); } return 1; } return 0;}// SoM: This works kind of like the Boom function only without rotation.// Portal lines MUST have the exact same length and direction anyway..int EV_PortalTeleport(line_t* line, mobj_t* thing, int side){ line_t* ltarget = NULL; fixed_t thingbot, thingtop; fixed_t dx, dy; fixed_t newx, newy; wallportal_t* wpr; angle_t ang1, ang2; // Reject teleporting if the thing's center does not actually cross the line ang1 = R_PointToAngle2(thing->x, thing->y, line->v1->x, line->v1->y); ang2 = R_PointToAngle2(thing->x, thing->y, line->v2->x, line->v2->y); CONS_Printf("ang: 21=%i\n", (ang1 - ang2) / ANGLE_1); if(!line->wallportals) I_Error("Portal teleport without portals!! linenum: %i\n", line - lines); thingbot = thing->z; thingtop = thing->z + thing->height; for(wpr = line->wallportals; wpr; wpr = wpr->next) { if(thingbot >= *wpr->topheight || thingtop <= *wpr->bottomheight) continue; ltarget = wpr->portal->mline; break; } if(!ltarget) return 0; if(wpr->side != side) return 0; dx = thing->x - line->v1->x; dy = thing->y - line->v1->y; newx = ltarget->v2->x + dx; newy = ltarget->v2->y + dy; if (!P_TeleportMove(thing, newx, newy)) return 0; thing->z = thingbot; if (thing->player && thing->player->mo == thing) { fixed_t deltaviewheight = thing->player->deltaviewheight; thing->player->deltaviewheight = 0; P_CalcHeight(thing->player); thing->player->deltaviewheight = deltaviewheight; if ( camera.chase ) P_ResetCamera (thing->player); } return 1;}
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