p_telept.c
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上传日期:2021-05-12
资源大小:455k
文件大小:3k
源码类别:
射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Teleportation.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: p_telept.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";
- #include "doomdef.h"
- #include "s_sound.h"
- #include "p_local.h"
- // Data.
- #include "sounds.h"
- // State.
- #include "r_state.h"
- //
- // TELEPORTATION
- //
- int
- EV_Teleport
- ( line_t* line,
- int side,
- mobj_t* thing )
- {
- int i;
- int tag;
- mobj_t* m;
- mobj_t* fog;
- unsigned an;
- thinker_t* thinker;
- sector_t* sector;
- fixed_t oldx;
- fixed_t oldy;
- fixed_t oldz;
- // don't teleport missiles
- if (thing->flags & MF_MISSILE)
- return 0;
- // Don't teleport if hit back of line,
- // so you can get out of teleporter.
- if (side == 1)
- return 0;
- tag = line->tag;
- for (i = 0; i < numsectors; i++)
- {
- if (sectors[ i ].tag == tag )
- {
- thinker = thinkercap.next;
- for (thinker = thinkercap.next;
- thinker != &thinkercap;
- thinker = thinker->next)
- {
- // not a mobj
- if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
- continue;
- m = (mobj_t *)thinker;
- // not a teleportman
- if (m->type != MT_TELEPORTMAN )
- continue;
- sector = m->subsector->sector;
- // wrong sector
- if (sector-sectors != i )
- continue;
- oldx = thing->x;
- oldy = thing->y;
- oldz = thing->z;
- if (!P_TeleportMove (thing, m->x, m->y))
- return 0;
- thing->z = thing->floorz; //fixme: not needed?
- if (thing->player)
- thing->player->viewz = thing->z+thing->player->viewheight;
- // spawn teleport fog at source and destination
- fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
- S_StartSound (fog, sfx_telept);
- an = m->angle >> ANGLETOFINESHIFT;
- fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
- , thing->z, MT_TFOG);
- // emit sound, where?
- S_StartSound (fog, sfx_telept);
- // don't move for a bit
- if (thing->player)
- thing->reactiontime = 18;
- thing->angle = m->angle;
- thing->momx = thing->momy = thing->momz = 0;
- return 1;
- }
- }
- }
- return 0;
- }