mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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139 lines
3.5 KiB
C++
139 lines
3.5 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "doomdef.h"
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#include "s_sound.h"
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#include "p_local.h"
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// Data.
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#include "sounds.h"
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// State.
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#include "r_state.h"
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//
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// TELEPORTATION
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//
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int
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EV_Teleport
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( line_t* line,
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int side,
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mobj_t* thing )
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{
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int i;
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int tag;
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mobj_t* m;
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mobj_t* fog;
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unsigned an;
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thinker_t* thinker;
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sector_t* sector;
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fixed_t oldx;
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fixed_t oldy;
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fixed_t oldz;
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// don't teleport missiles
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if (thing->flags & MF_MISSILE)
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return 0;
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// Don't teleport if hit back of line,
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// so you can get out of teleporter.
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if (side == 1)
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return 0;
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tag = line->tag;
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for (i = 0; i < ::g->numsectors; i++)
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{
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if (::g->sectors[ i ].tag == tag )
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{
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thinker = ::g->thinkercap.next;
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for (thinker = ::g->thinkercap.next;
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thinker != &::g->thinkercap;
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thinker = thinker->next)
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{
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// not a mobj
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if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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m = (mobj_t *)thinker;
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// not a teleportman
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if (m->type != MT_TELEPORTMAN )
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continue;
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sector = m->subsector->sector;
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// wrong sector
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if (sector-::g->sectors != i )
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continue;
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oldx = thing->x;
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oldy = thing->y;
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oldz = thing->z;
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if (!P_TeleportMove (thing, m->x, m->y))
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return 0;
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thing->z = thing->floorz; //fixme: not needed?
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if (thing->player)
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thing->player->viewz = thing->z+thing->player->viewheight;
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// spawn teleport fog at source and destination
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fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
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S_StartSound (fog, sfx_telept);
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an = m->angle >> ANGLETOFINESHIFT;
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fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
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, thing->z, MT_TFOG);
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// emit sound, where?
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S_StartSound (fog, sfx_telept);
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// don't move for a bit
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if (thing->player)
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thing->reactiontime = 18;
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thing->angle = m->angle;
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thing->momx = thing->momy = thing->momz = 0;
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return 1;
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}
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}
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}
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return 0;
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}
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