rockbox/apps/plugins/doom/p_inter.c
Karl Kurbjun 7e6f74e429 Dehacked and BEX support for Doom - currently only supports a DEHACKED file in a WAD (not as a standalone file yet).
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@11738 a1c6a512-1295-4272-9138-f99709370657
2006-12-13 04:44:17 +00:00

905 lines
26 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* Handling interactions (i.e., collisions).
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "dstrings.h"
#include "m_random.h"
#include "am_map.h"
#include "r_main.h"
#include "s_sound.h"
#include "sounds.h"
#include "d_deh.h" // Ty 03/22/98 - externalized strings
#include "p_tick.h"
#include "i_system.h"
#include "p_inter.h"
#include "p_enemy.h"
#ifdef __GNUG__
#pragma implementation "p_inter.h"
#endif
#include "p_inter.h"
#define BONUSADD 6
// Ty 03/07/98 - add deh externals
// Maximums and such were hardcoded values. Need to externalize those for
// dehacked support (and future flexibility). Most var names came from the key
// strings used in dehacked.
int initial_health = 100;
int initial_bullets = 50;
int maxhealth = 100; // was MAXHEALTH as a #define, used only in this module
int max_armor = 200;
int green_armor_class = 1; // these are involved with armortype below
int blue_armor_class = 2;
int max_soul = 200;
int soul_health = 100;
int mega_health = 200;
int god_health = 100; // these are used in cheats (see st_stuff.c)
int idfa_armor = 200;
int idfa_armor_class = 2;
// not actually used due to pairing of cheat_k and cheat_fa
int idkfa_armor = 200;
int idkfa_armor_class = 2;
int bfgcells = 40; // used in p_pspr.c
// Ty 03/07/98 - end deh externals
// a weapon is found with two clip loads,
// a big item has five clip loads
int maxammo[NUMAMMO] = {200, 50, 300, 50};
int clipammo[NUMAMMO] = { 10, 4, 20, 1};
//
// GET STUFF
//
//
// P_GiveAmmo
// Num is the number of clip loads,
// not the individual count (0= 1/2 clip).
// Returns false if the ammo can't be picked up at all
//
boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int num)
{
int oldammo;
if (ammo == am_noammo)
return false;
#ifdef RANGECHECK
if (ammo < 0 || ammo > NUMAMMO)
I_Error ("P_GiveAmmo: bad type %i", ammo);
#endif
if ( player->ammo[ammo] == player->maxammo[ammo] )
return false;
if (num)
num *= clipammo[ammo];
else
num = clipammo[ammo]/2;
// give double ammo in trainer mode, you'll need in nightmare
if (gameskill == sk_baby || gameskill == sk_nightmare)
num <<= 1;
oldammo = player->ammo[ammo];
player->ammo[ammo] += num;
if (player->ammo[ammo] > player->maxammo[ammo])
player->ammo[ammo] = player->maxammo[ammo];
// If non zero ammo, don't change up weapons, player was lower on purpose.
if (oldammo)
return true;
// We were down to zero, so select a new weapon.
// Preferences are not user selectable.
switch (ammo)
{
case am_clip:
if (player->readyweapon == wp_fist) {
if (player->weaponowned[wp_chaingun])
player->pendingweapon = wp_chaingun;
else
player->pendingweapon = wp_pistol;
}
break;
case am_shell:
if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
if (player->weaponowned[wp_shotgun])
player->pendingweapon = wp_shotgun;
break;
case am_cell:
if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
if (player->weaponowned[wp_plasma])
player->pendingweapon = wp_plasma;
break;
case am_misl:
if (player->readyweapon == wp_fist)
if (player->weaponowned[wp_missile])
player->pendingweapon = wp_missile;
default:
break;
}
return true;
}
//
// P_GiveWeapon
// The weapon name may have a MF_DROPPED flag ored in.
//
boolean P_GiveWeapon(player_t *player, weapontype_t weapon, boolean dropped)
{
boolean gaveammo;
boolean gaveweapon;
if (netgame && deathmatch!=2 && !dropped)
{
// leave placed weapons forever on net games
if (player->weaponowned[weapon])
return false;
player->bonuscount += BONUSADD;
player->weaponowned[weapon] = true;
P_GiveAmmo(player, weaponinfo[weapon].ammo, deathmatch ? 5 : 2);
player->pendingweapon = weapon;
/* cph 20028/10 - for old-school DM addicts, allow old behavior
* where only consoleplayer's pickup sounds are heard */
if (!comp[comp_sound] || player == &players[consoleplayer])
S_StartSound (player->mo, sfx_wpnup|PICKUP_SOUND); // killough 4/25/98
return false;
}
if (weaponinfo[weapon].ammo != am_noammo)
{
// give one clip with a dropped weapon,
// two clips with a found weapon
gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, dropped ? 1 : 2);
}
else
gaveammo = false;
if (player->weaponowned[weapon])
gaveweapon = false;
else
{
gaveweapon = true;
player->weaponowned[weapon] = true;
player->pendingweapon = weapon;
}
return gaveweapon || gaveammo;
}
//
// P_GiveBody
// Returns false if the body isn't needed at all
//
boolean P_GiveBody(player_t *player, int num)
{
if (player->health >= maxhealth)
return false; // Ty 03/09/98 externalized MAXHEALTH to maxhealth
player->health += num;
if (player->health > maxhealth)
player->health = maxhealth;
player->mo->health = player->health;
return true;
}
//
// P_GiveArmor
// Returns false if the armor is worse
// than the current armor.
//
boolean P_GiveArmor(player_t *player, int armortype)
{
int hits = armortype*100;
if (player->armorpoints >= hits)
return false; // don't pick up
player->armortype = armortype;
player->armorpoints = hits;
return true;
}
//
// P_GiveCard
//
void P_GiveCard(player_t *player, card_t card)
{
if (player->cards[card])
return;
player->bonuscount = BONUSADD;
player->cards[card] = 1;
}
//
// P_GivePower
//
// Rewritten by Lee Killough
//
boolean P_GivePower(player_t *player, int power)
{
static const int tics[NUMPOWERS] = {
INVULNTICS, 1 /* strength */, INVISTICS,
IRONTICS, 1 /* allmap */, INFRATICS,
};
switch (power)
{
case pw_invisibility:
player->mo->flags |= MF_SHADOW;
break;
case pw_allmap:
if (player->powers[pw_allmap])
return false;
break;
case pw_strength:
P_GiveBody(player,100);
break;
}
// Unless player has infinite duration cheat, set duration (killough)
if (player->powers[power] >= 0)
player->powers[power] = tics[power];
return true;
}
//
// P_TouchSpecialThing
//
void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher)
{
player_t *player;
int i;
int sound;
fixed_t delta = special->z - toucher->z;
if (delta > toucher->height || delta < -8*FRACUNIT)
return; // out of reach
sound = sfx_itemup;
player = toucher->player;
// Dead thing touching.
// Can happen with a sliding player corpse.
if (toucher->health <= 0)
return;
// Identify by sprite.
switch (special->sprite)
{
// armor
case SPR_ARM1:
if (!P_GiveArmor (player, green_armor_class))
return;
player->message = s_GOTARMOR; // Ty 03/22/98 - externalized
break;
case SPR_ARM2:
if (!P_GiveArmor (player, blue_armor_class))
return;
player->message = s_GOTMEGA; // Ty 03/22/98 - externalized
break;
// bonus items
case SPR_BON1:
player->health++; // can go over 100%
if (player->health > (maxhealth * 2))
player->health = (maxhealth * 2);
player->mo->health = player->health;
player->message = s_GOTHTHBONUS; // Ty 03/22/98 - externalized
break;
case SPR_BON2:
player->armorpoints++; // can go over 100%
if (player->armorpoints > max_armor)
player->armorpoints = max_armor;
if (!player->armortype)
player->armortype = green_armor_class;
player->message = s_GOTARMBONUS; // Ty 03/22/98 - externalized
break;
case SPR_SOUL:
player->health += soul_health;
if (player->health > max_soul)
player->health = max_soul;
player->mo->health = player->health;
player->message = s_GOTSUPER; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
case SPR_MEGA:
if (gamemode != commercial)
return;
player->health = mega_health;
player->mo->health = player->health;
P_GiveArmor (player,blue_armor_class);
player->message = s_GOTMSPHERE; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
// cards
// leave cards for everyone
case SPR_BKEY:
if (!player->cards[it_bluecard])
player->message = s_GOTBLUECARD; // Ty 03/22/98 - externalized
P_GiveCard (player, it_bluecard);
if (!netgame)
break;
return;
case SPR_YKEY:
if (!player->cards[it_yellowcard])
player->message = s_GOTYELWCARD; // Ty 03/22/98 - externalized
P_GiveCard (player, it_yellowcard);
if (!netgame)
break;
return;
case SPR_RKEY:
if (!player->cards[it_redcard])
player->message = s_GOTREDCARD; // Ty 03/22/98 - externalized
P_GiveCard (player, it_redcard);
if (!netgame)
break;
return;
case SPR_BSKU:
if (!player->cards[it_blueskull])
player->message = s_GOTBLUESKUL; // Ty 03/22/98 - externalized
P_GiveCard (player, it_blueskull);
if (!netgame)
break;
return;
case SPR_YSKU:
if (!player->cards[it_yellowskull])
player->message = s_GOTYELWSKUL; // Ty 03/22/98 - externalized
P_GiveCard (player, it_yellowskull);
if (!netgame)
break;
return;
case SPR_RSKU:
if (!player->cards[it_redskull])
player->message = s_GOTREDSKULL; // Ty 03/22/98 - externalized
P_GiveCard (player, it_redskull);
if (!netgame)
break;
return;
// medikits, heals
case SPR_STIM:
if (!P_GiveBody (player, 10))
return;
player->message = s_GOTSTIM; // Ty 03/22/98 - externalized
break;
case SPR_MEDI:
if (!P_GiveBody (player, 25))
return;
if (player->health < 50) // cph - 25 + the 25 just added, thanks to Quasar for reporting this bug
player->message = s_GOTMEDINEED; // Ty 03/22/98 - externalized
else
player->message = s_GOTMEDIKIT; // Ty 03/22/98 - externalized
break;
// power ups
case SPR_PINV:
if (!P_GivePower (player, pw_invulnerability))
return;
player->message = s_GOTINVUL; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
case SPR_PSTR:
if (!P_GivePower (player, pw_strength))
return;
player->message = s_GOTBERSERK; // Ty 03/22/98 - externalized
if (player->readyweapon != wp_fist)
player->pendingweapon = wp_fist;
sound = sfx_getpow;
break;
case SPR_PINS:
if (!P_GivePower (player, pw_invisibility))
return;
player->message = s_GOTINVIS; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
case SPR_SUIT:
if (!P_GivePower (player, pw_ironfeet))
return;
player->message = s_GOTSUIT; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
case SPR_PMAP:
if (!P_GivePower (player, pw_allmap))
return;
player->message = s_GOTMAP; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
case SPR_PVIS:
if (!P_GivePower (player, pw_infrared))
return;
player->message = s_GOTVISOR; // Ty 03/22/98 - externalized
sound = sfx_getpow;
break;
// ammo
case SPR_CLIP:
if (special->flags & MF_DROPPED)
{
if (!P_GiveAmmo (player,am_clip,0))
return;
}
else
{
if (!P_GiveAmmo (player,am_clip,1))
return;
}
player->message = s_GOTCLIP; // Ty 03/22/98 - externalized
break;
case SPR_AMMO:
if (!P_GiveAmmo (player, am_clip,5))
return;
player->message = s_GOTCLIPBOX; // Ty 03/22/98 - externalized
break;
case SPR_ROCK:
if (!P_GiveAmmo (player, am_misl,1))
return;
player->message = s_GOTROCKET; // Ty 03/22/98 - externalized
break;
case SPR_BROK:
if (!P_GiveAmmo (player, am_misl,5))
return;
player->message = s_GOTROCKBOX; // Ty 03/22/98 - externalized
break;
case SPR_CELL:
if (!P_GiveAmmo (player, am_cell,1))
return;
player->message = s_GOTCELL; // Ty 03/22/98 - externalized
break;
case SPR_CELP:
if (!P_GiveAmmo (player, am_cell,5))
return;
player->message = s_GOTCELLBOX; // Ty 03/22/98 - externalized
break;
case SPR_SHEL:
if (!P_GiveAmmo (player, am_shell,1))
return;
player->message = s_GOTSHELLS; // Ty 03/22/98 - externalized
break;
case SPR_SBOX:
if (!P_GiveAmmo (player, am_shell,5))
return;
player->message = s_GOTSHELLBOX; // Ty 03/22/98 - externalized
break;
case SPR_BPAK:
if (!player->backpack)
{
for (i=0 ; i<NUMAMMO ; i++)
player->maxammo[i] *= 2;
player->backpack = true;
}
for (i=0 ; i<NUMAMMO ; i++)
P_GiveAmmo (player, i, 1);
player->message = s_GOTBACKPACK; // Ty 03/22/98 - externalized
break;
// weapons
case SPR_BFUG:
if (!P_GiveWeapon (player, wp_bfg, false) )
return;
player->message = s_GOTBFG9000; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_MGUN:
if (!P_GiveWeapon (player, wp_chaingun, (special->flags&MF_DROPPED)!=0) )
return;
player->message = s_GOTCHAINGUN; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_CSAW:
if (!P_GiveWeapon (player, wp_chainsaw, false) )
return;
player->message = s_GOTCHAINSAW; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_LAUN:
if (!P_GiveWeapon (player, wp_missile, false) )
return;
player->message = s_GOTLAUNCHER; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_PLAS:
if (!P_GiveWeapon (player, wp_plasma, false) )
return;
player->message = s_GOTPLASMA; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_SHOT:
if (!P_GiveWeapon (player, wp_shotgun, (special->flags&MF_DROPPED)!=0 ) )
return;
player->message = s_GOTSHOTGUN; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
case SPR_SGN2:
if (!P_GiveWeapon(player, wp_supershotgun, (special->flags&MF_DROPPED)!=0))
return;
player->message = s_GOTSHOTGUN2; // Ty 03/22/98 - externalized
sound = sfx_wpnup;
break;
default:
I_Error ("P_SpecialThing: Unknown gettable thing");
}
if (special->flags & MF_COUNTITEM)
player->itemcount++;
P_RemoveMobj (special);
player->bonuscount += BONUSADD;
/* cph 20028/10 - for old-school DM addicts, allow old behavior
* where only consoleplayer's pickup sounds are heard */
if (!comp[comp_sound] || player == &players[consoleplayer])
S_StartSound (player->mo, sound | PICKUP_SOUND); // killough 4/25/98
}
//
// KillMobj
//
// killough 11/98: make static
static void P_KillMobj(mobj_t *source, mobj_t *target)
{
mobjtype_t item;
mobj_t *mo;
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (target->type != MT_SKULL)
target->flags &= ~MF_NOGRAVITY;
target->flags |= MF_CORPSE|MF_DROPOFF;
target->height >>= 2;
if (!((target->flags ^ MF_COUNTKILL) & (MF_FRIEND | MF_COUNTKILL)))
totallive--;
if (source && source->player)
{
// count for intermission
if (target->flags & MF_COUNTKILL)
source->player->killcount++;
if (target->player)
source->player->frags[target->player-players]++;
}
else
if (target->flags & MF_COUNTKILL) { /* Add to kills tally */
if ((compatibility_level < lxdoom_1_compatibility) || !netgame) {
if (!netgame)
// count all monster deaths,
// even those caused by other monsters
players[0].killcount++;
} else
if (!deathmatch) {
// try and find a player to give the kill to, otherwise give the
// kill to a random player. this fixes the missing monsters bug
// in coop - rain
// CPhipps - not a bug as such, but certainly an inconsistency.
if (target->lastenemy && target->lastenemy->health > 0
&& target->lastenemy->player) // Fighting a player
target->lastenemy->player->killcount++;
else {
// cph - randomely choose a player in the game to be credited
// and do it uniformly between the active players
unsigned int activeplayers = 0, player, i;
for (player = 0; player<MAXPLAYERS; player++)
if (playeringame[player])
activeplayers++;
if (activeplayers) {
player = P_Random(pr_friends) % activeplayers;
for (i=0; i<MAXPLAYERS; i++)
if (playeringame[i])
if (!player--)
players[i].killcount++;
}
}
}
}
if (target->player)
{
// count environment kills against you
if (!source)
target->player->frags[target->player-players]++;
target->flags &= ~MF_SOLID;
target->player->playerstate = PST_DEAD;
P_DropWeapon (target->player);
if (target->player == &players[consoleplayer] && (automapmode & am_active))
AM_Stop(); // don't die in auto map; switch view prior to dying
}
if (target->health < -target->info->spawnhealth && target->info->xdeathstate)
P_SetMobjState (target, target->info->xdeathstate);
else
P_SetMobjState (target, target->info->deathstate);
target->tics -= P_Random(pr_killtics)&3;
if (target->tics < 1)
target->tics = 1;
// Drop stuff.
// This determines the kind of object spawned
// during the death frame of a thing.
switch (target->type)
{
case MT_WOLFSS:
case MT_POSSESSED:
item = MT_CLIP;
break;
case MT_SHOTGUY:
item = MT_SHOTGUN;
break;
case MT_CHAINGUY:
item = MT_CHAINGUN;
break;
default:
return;
}
mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
mo->flags |= MF_DROPPED; // special versions of items
}
//
// P_DamageMobj
// Damages both enemies and players
// "inflictor" is the thing that caused the damage
// creature or missile, can be NULL (slime, etc)
// "source" is the thing to target after taking damage
// creature or NULL
// Source and inflictor are the same for melee attacks.
// Source can be NULL for slime, barrel explosions
// and other environmental stuff.
//
void P_DamageMobj(mobj_t *target,mobj_t *inflictor, mobj_t *source, int damage)
{
player_t *player;
boolean justhit; /* killough 11/98 */
/* killough 8/31/98: allow bouncers to take damage */
if (!(target->flags & (MF_SHOOTABLE | MF_BOUNCES)))
return; // shouldn't happen...
if (target->health <= 0)
return;
/* proff 11/22/98: Andy Baker's Stealth monsters */
if (target->flags & MF_STEALTH)
P_BecomeVisible(target);
if (target->flags & MF_SKULLFLY)
target->momx = target->momy = target->momz = 0;
player = target->player;
if (player && gameskill == sk_baby)
damage >>= 1; // take half damage in trainer mode
// Some close combat weapons should not
// inflict thrust and push the victim out of reach,
// thus kick away unless using the chainsaw.
if (inflictor && !(target->flags & MF_NOCLIP) &&
(!source || !source->player ||
source->player->readyweapon != wp_chainsaw))
{
unsigned ang = R_PointToAngle2 (inflictor->x, inflictor->y,
target->x, target->y);
fixed_t thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
// make fall forwards sometimes
if ( damage < 40 && damage > target->health
&& target->z - inflictor->z > 64*FRACUNIT
&& P_Random(pr_damagemobj) & 1)
{
ang += ANG180;
thrust *= 4;
}
ang >>= ANGLETOFINESHIFT;
target->momx += FixedMul (thrust, finecosine[ang]);
target->momy += FixedMul (thrust, finesine[ang]);
/* killough 11/98: thrust objects hanging off ledges */
if (target->intflags & MIF_FALLING && target->gear >= MAXGEAR)
target->gear = 0;
}
// player specific
if (player)
{
// end of game hell hack
if (target->subsector->sector->special == 11 && damage >= target->health)
damage = target->health - 1;
// Below certain threshold,
// ignore damage in GOD mode, or with INVUL power.
// killough 3/26/98: make god mode 100% god mode in non-compat mode
if ((damage < 1000 || (!comp[comp_god] && (player->cheats&CF_GODMODE))) &&
(player->cheats&CF_GODMODE || player->powers[pw_invulnerability]))
return;
if (player->armortype)
{
int saved = player->armortype == 1 ? damage/3 : damage/2;
if (player->armorpoints <= saved)
{
// armor is used up
saved = player->armorpoints;
player->armortype = 0;
}
player->armorpoints -= saved;
damage -= saved;
}
player->health -= damage; // mirror mobj health here for Dave
if (player->health < 0)
player->health = 0;
player->attacker = source;
player->damagecount += damage; // add damage after armor / invuln
if (player->damagecount > 100)
player->damagecount = 100; // teleport stomp does 10k points...
}
// do the damage
target->health -= damage;
if (target->health <= 0)
{
P_KillMobj (source, target);
return;
}
// killough 9/7/98: keep track of targets so that friends can help friends
if (mbf_features)
{
/* If target is a player, set player's target to source,
* so that a friend can tell who's hurting a player
*/
if (player)
P_SetTarget(&target->target, source);
/* killough 9/8/98:
* If target's health is less than 50%, move it to the front of its list.
* This will slightly increase the chances that enemies will choose to
* "finish it off", but its main purpose is to alert friends of danger.
*/
if (target->health*2 < target->info->spawnhealth)
{
thinker_t *cap = &thinkerclasscap[target->flags & MF_FRIEND ?
th_friends : th_enemies];
(target->thinker.cprev->cnext = target->thinker.cnext)->cprev =
target->thinker.cprev;
(target->thinker.cnext = cap->cnext)->cprev = &target->thinker;
(target->thinker.cprev = cap)->cnext = &target->thinker;
}
}
if ((justhit = (P_Random (pr_painchance) < target->info->painchance &&
!(target->flags & MF_SKULLFLY)))) //killough 11/98: see below
P_SetMobjState(target, target->info->painstate);
target->reactiontime = 0; // we're awake now...
/* killough 9/9/98: cleaned up, made more consistent: */
if (source && source != target && source->type != MT_VILE &&
(!target->threshold || target->type == MT_VILE) &&
((source->flags ^ target->flags) & MF_FRIEND ||
monster_infighting ||
!mbf_features))
{
/* if not intent on another player, chase after this one
*
* killough 2/15/98: remember last enemy, to prevent
* sleeping early; 2/21/98: Place priority on players
* killough 9/9/98: cleaned up, made more consistent:
*/
if (!target->lastenemy || target->lastenemy->health <= 0 ||
(!mbf_features ?
!target->lastenemy->player :
!((target->flags ^ target->lastenemy->flags) & MF_FRIEND) &&
target->target != source)) // remember last enemy - killough
P_SetTarget(&target->lastenemy, target->target);
P_SetTarget(&target->target, source); // killough 11/98
target->threshold = BASETHRESHOLD;
if (target->state == &states[target->info->spawnstate]
&& target->info->seestate != S_NULL)
P_SetMobjState (target, target->info->seestate);
}
/* killough 11/98: Don't attack a friend, unless hit by that friend. */
if (justhit && (target->target == source || !target->target ||
!(target->flags & target->target->flags & MF_FRIEND)))
target->flags |= MF_JUSTHIT; // fight back!
}