ref: bbd168f542014bce6706515654e5a80bc4101566
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);
}