// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_telept.c /// \brief Teleportation #include "doomdef.h" #include "g_game.h" #include "p_local.h" #include "r_state.h" #include "s_sound.h" #include "r_main.h" /** \brief The P_MixUp function \param thing mobj_t to mix up \param x new x pos \param y new y pos \param z new y pos \param angle new angle to look at \return void */ void P_MixUp(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, INT16 starpostx, INT16 starposty, INT16 starpostz, INT32 starpostnum, tic_t starposttime, angle_t starpostangle, INT32 flags2) { const INT32 takeflags2 = MF2_TWOD|MF2_OBJECTFLIP; // the move is ok, // so link the thing into its new position P_UnsetThingPosition(thing); // Remove touching_sectorlist from mobj. if (sector_list) { P_DelSeclist(sector_list); sector_list = NULL; } thing->x = x; thing->y = y; thing->z = z; if (thing->player) { if (thing->eflags & MFE_VERTICALFLIP) thing->player->viewz = thing->z + thing->height - thing->player->viewheight; else thing->player->viewz = thing->z + thing->player->viewheight; if (!thing->tracer) thing->reactiontime = TICRATE/2; // don't move for about half a second // absolute angle position if (thing == players[consoleplayer].mo) localangle = angle; if (thing == players[secondarydisplayplayer].mo) localangle2 = angle; // move chasecam at new player location if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer]) { P_ResetCamera(thing->player, &camera2); } else if (camera.chase && thing->player == &players[displayplayer]) P_ResetCamera(thing->player, &camera); // don't run in place after a teleport thing->player->cmomx = thing->player->cmomy = 0; thing->player->rmomx = thing->player->rmomy = 0; if (!thing->tracer) thing->player->speed = 0; // Starpost information thing->player->starpostx = starpostx; thing->player->starposty = starposty; thing->player->starpostz = starpostz; thing->player->starposttime = starposttime; thing->player->starpostangle = starpostangle; thing->player->starpostnum = starpostnum; // Reset map starposts for the player's new info. P_ResetStarposts(); P_ClearStarPost(starpostnum); P_ResetPlayer(thing->player); P_SetPlayerMobjState(thing, S_PLAY_STND); P_FlashPal(thing->player, PAL_MIXUP, 10); } thing->angle = angle; thing->momx = thing->momy = thing->momz = 0; thing->flags2 = (thing->flags2 & ~takeflags2) | (flags2 & takeflags2); } /** \brief The P_Teleport function \param thing mobj_t to teleport \param x new x pos \param y new y pos \param z new y pos \param angle new angle to look at \return if true, the thing "teleported" */ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, boolean flash, boolean dontstopmove) { if (!P_TeleportMove(thing, x, y, z)) return false; thing->angle = angle; if (!dontstopmove) thing->momx = thing->momy = thing->momz = 0; else // Change speed to match direction P_InstaThrust(thing, thing->angle, P_AproxDistance(thing->momx, thing->momy)); if (thing->player) { if (thing->eflags & MFE_VERTICALFLIP) thing->player->viewz = thing->z + thing->height - thing->player->viewheight; else thing->player->viewz = thing->z + thing->player->viewheight; if (!dontstopmove) thing->reactiontime = TICRATE/2; // don't move for about half a second // absolute angle position if (thing->player == &players[consoleplayer]) localangle = angle; if (thing->player == &players[secondarydisplayplayer]) localangle2 = angle; // move chasecam at new player location if (splitscreen && camera2.chase && thing->player == &players[secondarydisplayplayer]) P_ResetCamera(thing->player, &camera2); else if (camera.chase && thing->player == &players[displayplayer]) P_ResetCamera(thing->player, &camera); // don't run in place after a teleport if (!dontstopmove) { INT32 p; // Search for any players you might be carrying, so you can get them off before they end up being taken with you! for (p = 0; p < MAXPLAYERS; p++) if (playeringame[p] && players[p].mo && players[p].pflags & PF_CARRIED && players[p].mo->tracer == thing) { players[p].pflags &= ~PF_CARRIED; break; } thing->player->cmomx = thing->player->cmomy = 0; thing->player->rmomx = thing->player->rmomy = 0; thing->player->speed = 0; P_ResetPlayer(thing->player); P_SetPlayerMobjState(thing, S_PLAY_STND); } if (flash) P_FlashPal(thing->player, PAL_MIXUP, 10); } return true; }