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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 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.
//
// DESCRIPTION:
// Teleportation.
//
//-----------------------------------------------------------------------------
#include "doomdef.h"
#include "doomstat.h"
#include "s_sound.h"
#include "p_local.h"
// Data.
#include "sounds.h"
// State.
#include "r_state.h"
//
// TELEPORTATION
//
// haleyjd 09/22/10: [STRIFE] Modified to take a flags parameter to control
// silent teleportation. Rogue also removed the check for missiles, and the
// z-set was replaced with one in P_TeleportMove.
//
int
EV_Teleport
( line_t* line,
int side,
mobj_t* thing,
teleflags_e flags)
{
int i;
int tag;
mobj_t* m;
mobj_t* fog = NULL;
unsigned an;
thinker_t* thinker;
sector_t* sector;
fixed_t oldx;
fixed_t oldy;
fixed_t oldz;
// haleyjd 20110205 [STRIFE]: this is not checked here
// don't teleport missiles
//if (thing->flags & MF_MISSILE)
// return 0;
// Don't teleport if hit back of line,
// so you can get out of teleporter.
if (side == 1)
return 0;
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)
{
// not a mobj
if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
m = (mobj_t *)thinker;
// not a teleportman
if (m->type != MT_TELEPORTMAN )
continue;
sector = m->subsector->sector;
// wrong sector
if (sector-sectors != i )
continue;
oldx = thing->x;
oldy = thing->y;
oldz = thing->z;
if (!P_TeleportMove (thing, m->x, m->y))
return 0;
// fraggle: this was changed in final doom,
// problem between normal doom2 1.9 and final doom
//
// Note that although chex.exe is based on Final Doom,
// it does not have this quirk.
//
// haleyjd 20110205 [STRIFE] This code is *not* present,
// because of a z-set which Rogue added to P_TeleportMove.
/*
if (gameversion < exe_final || gameversion == exe_chex)
thing->z = thing->floorz;
*/
if (thing->player)
thing->player->viewz = thing->z+thing->player->viewheight;
// spawn teleport fog at source and destination
// haleyjd 09/22/10: [STRIFE] controlled by teleport flags
// BUG: Behavior would be undefined if this function were passed
// any combination of teleflags that has the NO*FOG but not the
// corresponding NO*SND flag - fortunately this is never done
// anywhere in the code.
if(!(flags & TF_NOSRCFOG))
fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
if(!(flags & TF_NOSRCSND))
S_StartSound (fog, sfx_telept);
an = m->angle >> ANGLETOFINESHIFT;
if(!(flags & TF_NODSTFOG))
fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an],
thing->z, MT_TFOG);
if(!(flags & TF_NODSTSND))
S_StartSound (fog, sfx_telept);
// don't move for a bit
if (thing->player)
thing->reactiontime = 18;
thing->angle = m->angle;
thing->momx = thing->momy = thing->momz = 0;
return 1;
}
}
}
return 0;
}
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