qzdoom/src/g_raven/a_artitele.cpp

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#include "info.h"
#include "a_pickups.h"
#include "a_artifacts.h"
#include "gstrings.h"
#include "p_local.h"
#include "gi.h"
#include "s_sound.h"
#include "m_random.h"
static FRandom pr_tele ("TeleportSelf");
// Teleport (self) ----------------------------------------------------------
class AArtiTeleport : public AInventory
{
DECLARE_ACTOR (AArtiTeleport, AInventory)
public:
bool Use (bool pickup);
};
FState AArtiTeleport::States[] =
{
S_NORMAL (ATLP, 'A', 4, NULL, &States[1]),
S_NORMAL (ATLP, 'B', 4, NULL, &States[2]),
S_NORMAL (ATLP, 'C', 4, NULL, &States[3]),
S_NORMAL (ATLP, 'B', 4, NULL, &States[0])
};
IMPLEMENT_ACTOR (AArtiTeleport, Raven, 36, 18)
PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
PROP_Flags2 (MF2_FLOATBOB)
PROP_SpawnState (0)
PROP_Inventory_DefMaxAmount
PROP_Inventory_PickupFlash (1)
PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND)
PROP_Inventory_Icon ("ARTIATLP")
PROP_Inventory_PickupSound ("misc/p_pkup")
PROP_Inventory_PickupMessage("$TXT_ARTITELEPORT")
END_DEFAULTS
bool AArtiTeleport::Use (bool pickup)
{
fixed_t destX;
fixed_t destY;
angle_t destAngle;
if (deathmatch)
{
unsigned int selections = deathmatchstarts.Size ();
unsigned int i = pr_tele() % selections;
destX = deathmatchstarts[i].x << FRACBITS;
destY = deathmatchstarts[i].y << FRACBITS;
destAngle = ANG45 * (deathmatchstarts[i].angle/45);
}
else
{
destX = playerstarts[Owner->player - players].x << FRACBITS;
destY = playerstarts[Owner->player - players].y << FRACBITS;
destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45);
}
P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false);
if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYCHAOSDEVICE))
{ // Teleporting away will undo any morph effects (pig)
if (P_UndoPlayerMorph (Owner->player))
{
Owner->player->MorphedPlayerClass = 0;
Owner->player->MorphStyle = 0;
Owner->player->MorphExitFlash = NULL;
}
}
// The game check is not necessary because only Heretic defines *evillaugh by default
// However if it is there no other game can use it if it wants to.
//if (gameinfo.gametype == GAME_Heretic)
{ // Full volume laugh
S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_NONE);
}
return true;
}
//---------------------------------------------------------------------------
//
// FUNC P_AutoUseChaosDevice
//
//---------------------------------------------------------------------------
bool P_AutoUseChaosDevice (player_t *player)
{
AArtiTeleport *arti = player->mo->FindInventory<AArtiTeleport> ();
if (arti != NULL)
{
player->mo->UseInventory (arti);
player->health = player->mo->health = (player->health+1)/2;
return true;
}
return false;
}