mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-17 09:41:21 +00:00
760f70d3f1
so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up more header dependencies. SVN r1226 (trunk)
199 lines
4.7 KiB
C++
199 lines
4.7 KiB
C++
/*
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#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 "s_sound.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "thingdef/thingdef.h"
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#include "g_level.h"
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#include "doomstat.h"
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*/
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#define TELEPORT_LIFE 1
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static FRandom pr_telestarts ("TeleStarts");
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static FRandom pr_teledm ("TeleDM");
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void A_TeloSpawnA (AActor *);
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void A_TeloSpawnB (AActor *);
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void A_TeloSpawnC (AActor *);
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void A_TeloSpawnD (AActor *);
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void A_CheckTeleRing (AActor *);
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void P_TeleportToPlayerStarts (AActor *victim);
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void P_TeleportToDeathmatchStarts (AActor *victim);
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// Teleport Other Artifact --------------------------------------------------
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class AArtiTeleportOther : public AInventory
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{
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DECLARE_CLASS (AArtiTeleportOther, AInventory)
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public:
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bool Use (bool pickup);
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};
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IMPLEMENT_CLASS (AArtiTeleportOther)
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// Teleport Other FX --------------------------------------------------------
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class ATelOtherFX1 : public AActor
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{
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DECLARE_CLASS (ATelOtherFX1, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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};
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IMPLEMENT_CLASS (ATelOtherFX1)
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static void TeloSpawn (AActor *source, const char *type)
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{
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AActor *fx;
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fx = Spawn (type, source->x, source->y, source->z, ALLOW_REPLACE);
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if (fx)
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{
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fx->special1 = TELEPORT_LIFE; // Lifetime countdown
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fx->angle = source->angle;
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fx->target = source->target;
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fx->momx = source->momx >> 1;
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fx->momy = source->momy >> 1;
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fx->momz = source->momz >> 1;
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnA)
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{
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TeloSpawn (self, "TelOtherFX2");
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnB)
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{
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TeloSpawn (self, "TelOtherFX3");
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnC)
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{
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TeloSpawn (self, "TelOtherFX4");
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnD)
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{
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TeloSpawn (self, "TelOtherFX5");
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CheckTeleRing)
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{
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if (self->special1-- <= 0)
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{
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self->SetState (self->FindState(NAME_Death));
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}
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}
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//===========================================================================
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//
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// Activate Teleport Other
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//
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//===========================================================================
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bool AArtiTeleportOther::Use (bool pickup)
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{
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AActor *mo;
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mo = P_SpawnPlayerMissile (Owner, RUNTIME_CLASS(ATelOtherFX1));
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if (mo)
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{
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mo->target = Owner;
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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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// Perform Teleport Other
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//
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//===========================================================================
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int ATelOtherFX1::DoSpecialDamage (AActor *target, int damage)
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{
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if ((target->flags3 & MF3_ISMONSTER || target->player != NULL) &&
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!(target->flags2 & MF2_BOSS) &&
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!(target->flags3 & MF3_NOTELEOTHER))
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{
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if (target->player)
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{
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if (deathmatch)
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P_TeleportToDeathmatchStarts (target);
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else
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P_TeleportToPlayerStarts (target);
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}
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else
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{
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// If death action, run it upon teleport
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if (target->flags3 & MF3_ISMONSTER && target->special)
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{
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target->RemoveFromHash ();
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LineSpecials[target->special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
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? target : (AActor *)(this->target), false, target->args[0], target->args[1],
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target->args[2], target->args[3], target->args[4]);
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target->special = 0;
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}
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// Send all monsters to deathmatch spots
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P_TeleportToDeathmatchStarts (target);
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}
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}
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return -1;
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}
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//===========================================================================
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//
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// P_TeleportToPlayerStarts
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//
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//===========================================================================
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void P_TeleportToPlayerStarts (AActor *victim)
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{
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int i,selections=0;
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fixed_t destX,destY;
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angle_t destAngle;
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for (i = 0; i < MAXPLAYERS;i++)
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{
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if (!playeringame[i]) continue;
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selections++;
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}
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i = pr_telestarts() % selections;
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destX = playerstarts[i].x;
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destY = playerstarts[i].y;
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destAngle = ANG45 * (playerstarts[i].angle/45);
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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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//===========================================================================
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//
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// P_TeleportToDeathmatchStarts
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//
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//===========================================================================
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void P_TeleportToDeathmatchStarts (AActor *victim)
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{
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unsigned int i, selections;
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fixed_t destX,destY;
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angle_t destAngle;
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selections = deathmatchstarts.Size ();
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if (selections > 0)
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{
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i = pr_teledm() % 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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P_Teleport (victim, destX, destY, ONFLOORZ, destAngle, true, true, false);
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}
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else
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{
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P_TeleportToPlayerStarts (victim);
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}
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}
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