ref: 21f6a1501d32f541673f8226d4b2292aef920c2b
dir: /p_telept.c/
//************************************************************************** //** //** p_telept.c : Heretic 2 : Raven Software, Corp. //** //** $Revision: 373 $ //** $Date: 2009-05-19 21:14:28 +0300 (Tue, 19 May 2009) $ //** //************************************************************************** // HEADER FILES ------------------------------------------------------------ #include "h2stdinc.h" #include "h2def.h" #include "p_local.h" #include "soundst.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 int 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 = NULL; 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; for (i = 0; i < count; i++) { mo = P_FindMobjFromTID(tid, &searcher); } if (!mo) I_Error("Can't find teleport mapspot\n"); return P_Teleport(thing, mo->x, mo->y, mo->angle, fog); }