// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 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. // // HEADER FILES ------------------------------------------------------------ #include "h2def.h" #include "m_random.h" #include "i_system.h" #include "p_local.h" #include "s_sound.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ // CODE -------------------------------------------------------------------- //========================================================================== // // P_Teleport // //========================================================================== boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle, boolean useFog) { 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; if (useFog) { 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 if (useFog) { fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT; fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG); S_StartSound(fog, SFX_TELEPORT); an = angle >> ANGLETOFINESHIFT; fog = P_SpawnMobj(x + 20 * finecosine[an], y + 20 * finesine[an], thing->z + fogDelta, MT_TFOG); S_StartSound(fog, SFX_TELEPORT); if (thing->player && !thing->player->powers[pw_speed]) { // Freeze player for about .5 sec thing->reactiontime = 18; } thing->angle = angle; } if (thing->flags2 & MF2_FLOORCLIP) { if (thing->z == thing->subsector->sector->floorheight && P_GetThingFloorType(thing) > FLOOR_SOLID) { thing->floorclip = 10 * FRACUNIT; } else { thing->floorclip = 0; } } if (thing->flags & MF_MISSILE) { angle >>= ANGLETOFINESHIFT; thing->momx = FixedMul(thing->info->speed, finecosine[angle]); thing->momy = FixedMul(thing->info->speed, finesine[angle]); } else if (useFog) // no fog doesn't alter the player's momentums { thing->momx = thing->momy = thing->momz = 0; } return true; } //========================================================================== // // EV_Teleport // //========================================================================== boolean EV_Teleport(int tid, mobj_t * thing, boolean fog) { int i; int count; mobj_t *mo; int searcher; if (!thing) { // Teleport function called with an invalid mobj return false; } if (thing->flags2 & MF2_NOTELEPORT) { return false; } count = 0; searcher = -1; while (P_FindMobjFromTID(tid, &searcher) != NULL) { count++; } if (count == 0) { return false; } count = 1 + (P_Random() % count); searcher = -1; mo = NULL; for (i = 0; i < count; i++) { mo = P_FindMobjFromTID(tid, &searcher); } if (mo == NULL) { I_Error("Can't find teleport mapspot\n"); } return P_Teleport(thing, mo->x, mo->y, mo->angle, fog); }