/* #include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "s_sound.h" #include "p_lnspec.h" #include "m_random.h" #include "thingdef/thingdef.h" #include "g_level.h" #include "doomstat.h" */ #define TELEPORT_LIFE 1 static FRandom pr_telestarts ("TeleStarts"); static FRandom pr_teledm ("TeleDM"); void A_TeloSpawnA (AActor *); void A_TeloSpawnB (AActor *); void A_TeloSpawnC (AActor *); void A_TeloSpawnD (AActor *); void A_CheckTeleRing (AActor *); void P_TeleportToPlayerStarts (AActor *victim); void P_TeleportToDeathmatchStarts (AActor *victim); // Teleport Other Artifact -------------------------------------------------- class AArtiTeleportOther : public AInventory { DECLARE_CLASS (AArtiTeleportOther, AInventory) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AArtiTeleportOther) // Teleport Other FX -------------------------------------------------------- class ATelOtherFX1 : public AActor { DECLARE_CLASS (ATelOtherFX1, AActor) public: int DoSpecialDamage (AActor *target, int damage, FName damagetype); }; IMPLEMENT_CLASS (ATelOtherFX1) static void TeloSpawn (AActor *source, const char *type) { AActor *fx; fx = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE); if (fx) { fx->special1 = TELEPORT_LIFE; // Lifetime countdown fx->angle = source->angle; fx->target = source->target; fx->velx = source->velx >> 1; fx->vely = source->vely >> 1; fx->velz = source->velz >> 1; } } DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnA) { TeloSpawn (self, "TelOtherFX2"); } DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnB) { TeloSpawn (self, "TelOtherFX3"); } DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnC) { TeloSpawn (self, "TelOtherFX4"); } DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnD) { TeloSpawn (self, "TelOtherFX5"); } DEFINE_ACTION_FUNCTION(AActor, A_CheckTeleRing) { if (self->special1-- <= 0) { self->SetState (self->FindState(NAME_Death)); } } //=========================================================================== // // Activate Teleport Other // //=========================================================================== bool AArtiTeleportOther::Use (bool pickup) { AActor *mo; mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ATelOtherFX1)); if (mo) { mo->target = Owner; } return true; } //=========================================================================== // // Perform Teleport Other // //=========================================================================== int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage, FName damagetype) { if ((target->flags3 & MF3_ISMONSTER || target->player != NULL) && !(target->flags2 & MF2_BOSS) && !(target->flags3 & MF3_NOTELEOTHER)) { if (target->player) { if (deathmatch) P_TeleportToDeathmatchStarts (target); else P_TeleportToPlayerStarts (target); } else { // If death action, run it upon teleport if (target->flags3 & MF3_ISMONSTER && target->special) { target->RemoveFromHash (); P_ExecuteSpecial(target->special, NULL, level.flags & LEVEL_ACTOWNSPECIAL ? target : (AActor *)(this->target), false, target->args[0], target->args[1], target->args[2], target->args[3], target->args[4]); target->special = 0; } // Send all monsters to deathmatch spots P_TeleportToDeathmatchStarts (target); } } return -1; } //=========================================================================== // // P_TeleportToPlayerStarts // //=========================================================================== void P_TeleportToPlayerStarts (AActor *victim) { fixed_t destX,destY; angle_t destAngle; FMapThing *start = G_PickPlayerStart(0, PPS_FORCERANDOM | PPS_NOBLOCKINGCHECK); destX = start->x; destY = start->y; destAngle = ANG45 * (start->angle/45); P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false); } //=========================================================================== // // P_TeleportToDeathmatchStarts // //=========================================================================== void P_TeleportToDeathmatchStarts (AActor *victim) { unsigned int i, selections; fixed_t destX,destY; angle_t destAngle; selections = deathmatchstarts.Size (); if (selections > 0) { i = pr_teledm() % selections; destX = deathmatchstarts[i].x; destY = deathmatchstarts[i].y; destAngle = ANG45 * (deathmatchstarts[i].angle/45); P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false); } else { P_TeleportToPlayerStarts (victim); } }