#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_CLASS (AArtiTeleport, AInventory) public: bool Use (bool pickup); }; IMPLEMENT_CLASS (AArtiTeleport) 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; destY = deathmatchstarts[i].y; destAngle = ANG45 * (deathmatchstarts[i].angle/45); } else { destX = playerstarts[Owner->player - players].x; destY = playerstarts[Owner->player - players].y; destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45); } P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false); bool canlaugh = true; if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYCHAOSDEVICE)) { // Teleporting away will undo any morph effects (pig) if (!P_UndoPlayerMorph (Owner->player, Owner->player) && (Owner->player->MorphStyle & MORPH_FAILNOLAUGH)) { canlaugh = false; } } if (canlaugh) { // Full volume laugh S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_NONE); } return true; } //--------------------------------------------------------------------------- // // FUNC P_AutoUseChaosDevice // //--------------------------------------------------------------------------- bool P_AutoUseChaosDevice (player_t *player) { AInventory *arti = player->mo->FindInventory(PClass::FindClass("ArtiTeleport")); if (arti != NULL) { player->mo->UseInventory (arti); player->health = player->mo->health = (player->health+1)/2; return true; } return false; }