ref: 6537d7e90c48d76eb982701de8d0af6feb147fd0
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);
}