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The DOOM sources as originally released on December 23, 1997
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132
linuxdoom-1.10/p_telept.c
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132
linuxdoom-1.10/p_telept.c
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Teleportation.
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_telept.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";
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#include "doomdef.h"
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#include "s_sound.h"
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#include "p_local.h"
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// Data.
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#include "sounds.h"
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// State.
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#include "r_state.h"
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//
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// TELEPORTATION
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//
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int
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EV_Teleport
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( line_t* line,
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int side,
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mobj_t* thing )
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{
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int i;
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int tag;
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mobj_t* m;
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mobj_t* fog;
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unsigned an;
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thinker_t* thinker;
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sector_t* sector;
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fixed_t oldx;
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fixed_t oldy;
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fixed_t oldz;
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// don't teleport missiles
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if (thing->flags & MF_MISSILE)
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return 0;
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// Don't teleport if hit back of line,
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// so you can get out of teleporter.
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if (side == 1)
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return 0;
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tag = line->tag;
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for (i = 0; i < numsectors; i++)
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{
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if (sectors[ i ].tag == tag )
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{
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thinker = thinkercap.next;
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for (thinker = thinkercap.next;
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thinker != &thinkercap;
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thinker = thinker->next)
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{
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// not a mobj
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if (thinker->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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m = (mobj_t *)thinker;
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// not a teleportman
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if (m->type != MT_TELEPORTMAN )
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continue;
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sector = m->subsector->sector;
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// wrong sector
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if (sector-sectors != i )
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continue;
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oldx = thing->x;
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oldy = thing->y;
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oldz = thing->z;
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if (!P_TeleportMove (thing, m->x, m->y))
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return 0;
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thing->z = thing->floorz; //fixme: not needed?
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if (thing->player)
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thing->player->viewz = thing->z+thing->player->viewheight;
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// spawn teleport fog at source and destination
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fog = P_SpawnMobj (oldx, oldy, oldz, MT_TFOG);
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S_StartSound (fog, sfx_telept);
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an = m->angle >> ANGLETOFINESHIFT;
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fog = P_SpawnMobj (m->x+20*finecosine[an], m->y+20*finesine[an]
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, thing->z, MT_TFOG);
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// emit sound, where?
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S_StartSound (fog, sfx_telept);
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// don't move for a bit
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if (thing->player)
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thing->reactiontime = 18;
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thing->angle = m->angle;
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thing->momx = thing->momy = thing->momz = 0;
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return 1;
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}
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}
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}
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return 0;
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}
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