mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 05:51:09 +00:00
e4af82ae96
velocity, and now it's known as such. The actor variables momx/momy/momz are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will continue to work as aliases from DECORATE. The ACS functions, however, require you to use the new name, since they never saw an official release yet. SVN r1689 (trunk)
199 lines
4.7 KiB
C++
199 lines
4.7 KiB
C++
/*
|
|
#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);
|
|
};
|
|
|
|
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)
|
|
{
|
|
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 ();
|
|
LineSpecials[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)
|
|
{
|
|
int i,selections=0;
|
|
fixed_t destX,destY;
|
|
angle_t destAngle;
|
|
|
|
for (i = 0; i < MAXPLAYERS;i++)
|
|
{
|
|
if (!playeringame[i]) continue;
|
|
selections++;
|
|
}
|
|
i = pr_telestarts() % selections;
|
|
destX = playerstarts[i].x;
|
|
destY = playerstarts[i].y;
|
|
destAngle = ANG45 * (playerstarts[i].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);
|
|
}
|
|
}
|