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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #include "doomdef.h"
- #include "s_sound.h"
- #include "p_local.h"
- // Data.
- #include "sounds.h"
- // State.
- #include "r_state.h"
- //
- // TELEPORTATION
- //
- int
- EV_Teleport
- ( line_t* line,
- int side,
- mobj_t* thing )
- {
- int i;
- int tag;
- mobj_t* m;
- mobj_t* fog;
- unsigned an;
- thinker_t* thinker;
- sector_t* sector;
- fixed_t oldx;
- fixed_t oldy;
- fixed_t oldz;
- // 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 < ::g->numsectors; i++)
- {
- if (::g->sectors[ i ].tag == tag )
- {
- thinker = ::g->thinkercap.next;
- for (thinker = ::g->thinkercap.next;
- thinker != &::g->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-::g->sectors != i )
- continue;
- oldx = thing->x;
- oldy = thing->y;
- oldz = thing->z;
-
- if (!P_TeleportMove (thing, m->x, m->y))
- return 0;
-
- thing->z = thing->floorz; //fixme: not needed?
- if (thing->player)
- thing->player->viewz = thing->z+thing->player->viewheight;
-
- // spawn teleport fog at source and destination
- fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
- S_StartSound (fog, sfx_telept);
- an = m->angle >> ANGLETOFINESHIFT;
- fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
- , thing->z, MT_TFOG);
- // emit sound, where?
- 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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