qzdoom-gpl/src/g_hexen/a_teleportother.cpp
Christoph Oelckers 760f70d3f1 - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders
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)
2008-09-15 14:11:05 +00:00

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->momx = source->momx >> 1;
fx->momy = source->momy >> 1;
fx->momz = source->momz >> 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);
}
}