mirror of
https://github.com/ZDoom/qzdoom.git
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ab6b5e337e
(actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. SVN r987 (trunk)
94 lines
2.5 KiB
C++
94 lines
2.5 KiB
C++
#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 "gi.h"
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#include "s_sound.h"
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#include "m_random.h"
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static FRandom pr_tele ("TeleportSelf");
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// Teleport (self) ----------------------------------------------------------
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class AArtiTeleport : public AInventory
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{
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DECLARE_ACTOR (AArtiTeleport, AInventory)
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public:
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bool Use (bool pickup);
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};
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FState AArtiTeleport::States[] =
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{
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S_NORMAL (ATLP, 'A', 4, NULL, &States[1]),
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S_NORMAL (ATLP, 'B', 4, NULL, &States[2]),
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S_NORMAL (ATLP, 'C', 4, NULL, &States[3]),
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S_NORMAL (ATLP, 'B', 4, NULL, &States[0])
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};
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IMPLEMENT_ACTOR (AArtiTeleport, Raven, 36, 18)
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PROP_Flags (MF_SPECIAL|MF_COUNTITEM)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_PickupFlash (1)
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIATLP")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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PROP_Inventory_PickupMessage("$TXT_ARTITELEPORT")
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END_DEFAULTS
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bool AArtiTeleport::Use (bool pickup)
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{
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fixed_t destX;
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fixed_t destY;
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angle_t destAngle;
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if (deathmatch)
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{
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unsigned int selections = deathmatchstarts.Size ();
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unsigned int i = pr_tele() % 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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}
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else
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{
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destX = playerstarts[Owner->player - players].x;
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destY = playerstarts[Owner->player - players].y;
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destAngle = ANG45 * (playerstarts[Owner->player - players].angle/45);
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}
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P_Teleport (Owner, destX, destY, ONFLOORZ, destAngle, true, true, false);
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bool canlaugh = true;
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if (Owner->player->morphTics && (Owner->player->MorphStyle & MORPH_UNDOBYCHAOSDEVICE))
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{ // Teleporting away will undo any morph effects (pig)
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if (!P_UndoPlayerMorph (Owner->player, Owner->player) && (Owner->player->MorphStyle & MORPH_FAILNOLAUGH))
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{
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canlaugh = false;
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}
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}
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if (canlaugh)
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{ // Full volume laugh
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S_Sound (Owner, CHAN_VOICE, "*evillaugh", 1, ATTN_NONE);
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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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// FUNC P_AutoUseChaosDevice
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//
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//---------------------------------------------------------------------------
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bool P_AutoUseChaosDevice (player_t *player)
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{
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AArtiTeleport *arti = player->mo->FindInventory<AArtiTeleport> ();
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if (arti != NULL)
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{
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player->mo->UseInventory (arti);
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player->health = player->mo->health = (player->health+1)/2;
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return true;
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}
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return false;
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}
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