kolibrios-fun/contrib/other/sdldoom-1.10/p_telept.c

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Teleportation.
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: p_telept.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";
#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 < numsectors; i++)
{
if (sectors[ i ].tag == tag )
{
thinker = thinkercap.next;
for (thinker = thinkercap.next;
thinker != &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-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;
}