ref: b1d51276a264849ded93ce943eb0283c1f4f1aba
dir: /src/heretic/p_telept.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2008 Simon Howard // // 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. // //----------------------------------------------------------------------------- // P_telept.c #include "doomdef.h" #include "p_local.h" #include "s_sound.h" #include "v_video.h" //---------------------------------------------------------------------------- // // FUNC P_Teleport // //---------------------------------------------------------------------------- boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle) { fixed_t oldx; fixed_t oldy; fixed_t oldz; fixed_t aboveFloor; fixed_t fogDelta; player_t *player; unsigned an; mobj_t *fog; oldx = thing->x; oldy = thing->y; oldz = thing->z; aboveFloor = thing->z - thing->floorz; if (!P_TeleportMove(thing, x, y)) { return (false); } if (thing->player) { player = thing->player; if (player->powers[pw_flight] && aboveFloor) { thing->z = thing->floorz + aboveFloor; if (thing->z + thing->height > thing->ceilingz) { thing->z = thing->ceilingz - thing->height; } player->viewz = thing->z + player->viewheight; } else { thing->z = thing->floorz; player->viewz = thing->z + player->viewheight; player->lookdir = 0; } } else if (thing->flags & MF_MISSILE) { thing->z = thing->floorz + aboveFloor; if (thing->z + thing->height > thing->ceilingz) { thing->z = thing->ceilingz - thing->height; } } else { thing->z = thing->floorz; } // Spawn teleport fog at source and destination fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG); S_StartSound(fog, sfx_telept); an = angle >> ANGLETOFINESHIFT; fog = P_SpawnMobj(x + 20 * finecosine[an], y + 20 * finesine[an], thing->z + fogDelta, MT_TFOG); S_StartSound(fog, sfx_telept); if (thing->player && !thing->player->powers[pw_weaponlevel2]) { // Freeze player for about .5 sec thing->reactiontime = 18; } thing->angle = angle; if (thing->flags2 & MF2_FOOTCLIP && P_GetThingFloorType(thing) != FLOOR_SOLID) { thing->flags2 |= MF2_FEETARECLIPPED; } else if (thing->flags2 & MF2_FEETARECLIPPED) { thing->flags2 &= ~MF2_FEETARECLIPPED; } if (thing->flags & MF_MISSILE) { angle >>= ANGLETOFINESHIFT; thing->momx = FixedMul(thing->info->speed, finecosine[angle]); thing->momy = FixedMul(thing->info->speed, finesine[angle]); } else { thing->momx = thing->momy = thing->momz = 0; } return (true); } //---------------------------------------------------------------------------- // // FUNC EV_Teleport // //---------------------------------------------------------------------------- boolean EV_Teleport(line_t * line, int side, mobj_t * thing) { int i; int tag; mobj_t *m; thinker_t *thinker; sector_t *sector; if (thing->flags2 & MF2_NOTELEPORT) { return (false); } if (side == 1) { // Don't teleport when crossing back side return (false); } tag = line->tag; for (i = 0; i < numsectors; i++) { if (sectors[i].tag == tag) { thinker = thinkercap.next; for (thinker = thinkercap.next; thinker != &thinkercap; thinker = thinker->next) { if (thinker->function != P_MobjThinker) { // Not a mobj continue; } m = (mobj_t *) thinker; if (m->type != MT_TELEPORTMAN) { // Not a teleportman continue; } sector = m->subsector->sector; if (sector - sectors != i) { // Wrong sector continue; } return (P_Teleport(thing, m->x, m->y, m->angle)); } } } return (false); }