DOOM-3-BFG

DOOM 3 BFG Edition
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p_telept.cpp (3588B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #include "Precompiled.h"
     30 #include "globaldata.h"
     31 
     32 
     33 
     34 #include "doomdef.h"
     35 
     36 #include "s_sound.h"
     37 
     38 #include "p_local.h"
     39 
     40 
     41 // Data.
     42 #include "sounds.h"
     43 
     44 // State.
     45 #include "r_state.h"
     46 
     47 
     48 
     49 //
     50 // TELEPORTATION
     51 //
     52 int
     53 EV_Teleport
     54 ( line_t*	line,
     55   int		side,
     56   mobj_t*	thing )
     57 {
     58     int		i;
     59     int		tag;
     60     mobj_t*	m;
     61     mobj_t*	fog;
     62     unsigned	an;
     63     thinker_t*	thinker;
     64     sector_t*	sector;
     65     fixed_t	oldx;
     66     fixed_t	oldy;
     67     fixed_t	oldz;
     68 
     69     // don't teleport missiles
     70     if (thing->flags & MF_MISSILE)
     71 	return 0;		
     72 
     73     // Don't teleport if hit back of line,
     74     //  so you can get out of teleporter.
     75     if (side == 1)		
     76 	return 0;	
     77 
     78     
     79     tag = line->tag;
     80     for (i = 0; i < ::g->numsectors; i++)
     81     {
     82 	if (::g->sectors[ i ].tag == tag )
     83 	{
     84 	    thinker = ::g->thinkercap.next;
     85 	    for (thinker = ::g->thinkercap.next;
     86 		 thinker != &::g->thinkercap;
     87 		 thinker = thinker->next)
     88 	    {
     89 		// not a mobj
     90 		if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
     91 		    continue;	
     92 
     93 		m = (mobj_t *)thinker;
     94 		
     95 		// not a teleportman
     96 		if (m->type != MT_TELEPORTMAN )
     97 		    continue;		
     98 
     99 		sector = m->subsector->sector;
    100 		// wrong sector
    101 		if (sector-::g->sectors != i )
    102 		    continue;	
    103 
    104 		oldx = thing->x;
    105 		oldy = thing->y;
    106 		oldz = thing->z;
    107 				
    108 		if (!P_TeleportMove (thing, m->x, m->y))
    109 		    return 0;
    110 		
    111 		thing->z = thing->floorz;  //fixme: not needed?
    112 		if (thing->player)
    113 		    thing->player->viewz = thing->z+thing->player->viewheight;
    114 				
    115 		// spawn teleport fog at source and destination
    116 		fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
    117 		S_StartSound (fog, sfx_telept);
    118 		an = m->angle >> ANGLETOFINESHIFT;
    119 		fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
    120 				   , thing->z, MT_TFOG);
    121 
    122 		// emit sound, where?
    123 		S_StartSound (fog, sfx_telept);
    124 		
    125 		// don't move for a bit
    126 		if (thing->player)
    127 		    thing->reactiontime = 18;	
    128 
    129 		thing->angle = m->angle;
    130 		thing->momx = thing->momy = thing->momz = 0;
    131 		return 1;
    132 	    }	
    133 	}
    134     }
    135     return 0;
    136 }
    137 
    138