mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
6adb069506
This was to resolve some circular dependencies with the portal code. The most notable changees: * FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures. * split off the parts from p_maputl into a separate header. * consolidated all blockmap related data into p_blockmap.h * split off the polyobject parts into po_man.h
83 lines
2.1 KiB
C++
83 lines
2.1 KiB
C++
#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "gi.h"
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#include "s_sound.h"
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#include "m_random.h"
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#include "doomstat.h"
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#include "g_game.h"
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#include "d_player.h"
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#include "a_morph.h"
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static FRandom pr_tele ("TeleportSelf");
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// Teleport (self) ----------------------------------------------------------
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class AArtiTeleport : public AInventory
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{
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DECLARE_CLASS (AArtiTeleport, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiTeleport)
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bool AArtiTeleport::Use (bool pickup)
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{
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fixed_t destX;
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fixed_t destY;
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angle_t destAngle;
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if (deathmatch)
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{
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unsigned int selections = deathmatchstarts.Size ();
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unsigned int i = pr_tele() % selections;
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destX = deathmatchstarts[i].x;
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destY = deathmatchstarts[i].y;
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destAngle = ANG45 * (deathmatchstarts[i].angle/45);
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}
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else
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{
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FPlayerStart *start = G_PickPlayerStart(int(Owner->player - players));
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destX = start->x;
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destY = start->y;
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destAngle = ANG45 * (start->angle/45);
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}
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P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, TELF_SOURCEFOG | TELF_DESTFOG);
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bool canlaugh = true;
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if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYCHAOSDEVICE))
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{ // Teleporting away will undo any morph effects (pig)
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if (!P_UndoPlayerMorph (Owner->player, Owner->player, MORPH_UNDOBYCHAOSDEVICE)
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&& (Owner->player->MorphStyle & MORPH_FAILNOLAUGH))
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{
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canlaugh = false;
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}
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}
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if (canlaugh)
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{ // Full volume laugh
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S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_NONE);
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_AutoUseChaosDevice
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//
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//---------------------------------------------------------------------------
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bool P_AutoUseChaosDevice (player_t *player)
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{
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AInventory *arti = player->mo->FindInventory(PClass::FindActor("ArtiTeleport"));
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if (arti != NULL)
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{
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player->mo->UseInventory (arti);
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player->health = player->mo->health = (player->health+1)/2;
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return true;
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}
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return false;
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}
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