ref: a46588d36c95922d3b42c08c4ccec54b32b94b1c
dir: /src/p_telept.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: p_telept.c 224 2005-10-26 00:56:40Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program 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 2 // of the License, or (at your option) any later version. // // This program 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 this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.7 2005/10/26 00:56:40 fraggle // Final Doom teleport logic was backwards // // Revision 1.6 2005/10/24 18:50:39 fraggle // Allow the game version to emulate to be specified from the command line // and set compatibility options accordingly. // // Revision 1.5 2005/09/06 21:15:08 fraggle // Silly me - i misread cph's patch and got the logic backwards // // Revision 1.4 2005/08/29 22:00:04 fraggle // Add missing header to fix build // // Revision 1.3 2005/08/23 09:54:23 fraggle // Demo sync problem with teleports and final doom // // Revision 1.2 2005/07/23 16:44:56 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:19:54 fraggle // Initial import // // // DESCRIPTION: // Teleportation. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_telept.c 224 2005-10-26 00:56:40Z fraggle $"; #include "doomdef.h" #include "doomstat.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; // fraggle: this was changed in final doom, // problem between normal doom2 1.9 and final doom if (gameversion < exe_final) thing->z = thing->floorz; 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; }