47f4a458d6
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@9312 a1c6a512-1295-4272-9138-f99709370657
904 lines
26 KiB
C
904 lines
26 KiB
C
/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Handling interactions (i.e., collisions).
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h"
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#include "dstrings.h"
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#include "m_random.h"
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#include "am_map.h"
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#include "r_main.h"
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#include "s_sound.h"
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#include "sounds.h"
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//#include "d_deh.h" // Ty 03/22/98 - externalized strings
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#include "p_tick.h"
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#include "i_system.h"
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#include "p_inter.h"
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#include "p_enemy.h"
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#ifdef __GNUG__
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#pragma implementation "p_inter.h"
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#endif
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#include "p_inter.h"
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#define BONUSADD 6
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// Ty 03/07/98 - add deh externals
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// Maximums and such were hardcoded values. Need to externalize those for
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// dehacked support (and future flexibility). Most var names came from the key
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// strings used in dehacked.
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int initial_health = 100;
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int initial_bullets = 50;
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int maxhealth = 100; // was MAXHEALTH as a #define, used only in this module
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int max_armor = 200;
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int green_armor_class = 1; // these are involved with armortype below
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int blue_armor_class = 2;
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int max_soul = 200;
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int soul_health = 100;
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int mega_health = 200;
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int god_health = 100; // these are used in cheats (see st_stuff.c)
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int idfa_armor = 200;
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int idfa_armor_class = 2;
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// not actually used due to pairing of cheat_k and cheat_fa
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int idkfa_armor = 200;
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int idkfa_armor_class = 2;
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int bfgcells = 40; // used in p_pspr.c
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// Ty 03/07/98 - end deh externals
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// a weapon is found with two clip loads,
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// a big item has five clip loads
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int maxammo[NUMAMMO] = {200, 50, 300, 50};
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int clipammo[NUMAMMO] = { 10, 4, 20, 1};
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//
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// GET STUFF
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//
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//
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// P_GiveAmmo
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// Num is the number of clip loads,
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// not the individual count (0= 1/2 clip).
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// Returns false if the ammo can't be picked up at all
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//
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boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int num)
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{
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int oldammo;
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if (ammo == am_noammo)
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return false;
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#ifdef RANGECHECK
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if (ammo < 0 || ammo > NUMAMMO)
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I_Error ("P_GiveAmmo: bad type %i", ammo);
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#endif
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if ( player->ammo[ammo] == player->maxammo[ammo] )
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return false;
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if (num)
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num *= clipammo[ammo];
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else
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num = clipammo[ammo]/2;
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// give double ammo in trainer mode, you'll need in nightmare
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if (gameskill == sk_baby || gameskill == sk_nightmare)
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num <<= 1;
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oldammo = player->ammo[ammo];
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player->ammo[ammo] += num;
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if (player->ammo[ammo] > player->maxammo[ammo])
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player->ammo[ammo] = player->maxammo[ammo];
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// If non zero ammo, don't change up weapons, player was lower on purpose.
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if (oldammo)
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return true;
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// We were down to zero, so select a new weapon.
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// Preferences are not user selectable.
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switch (ammo)
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{
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case am_clip:
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if (player->readyweapon == wp_fist) {
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if (player->weaponowned[wp_chaingun])
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player->pendingweapon = wp_chaingun;
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else
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player->pendingweapon = wp_pistol;
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}
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break;
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case am_shell:
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if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
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if (player->weaponowned[wp_shotgun])
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player->pendingweapon = wp_shotgun;
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break;
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case am_cell:
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if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
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if (player->weaponowned[wp_plasma])
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player->pendingweapon = wp_plasma;
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break;
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case am_misl:
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if (player->readyweapon == wp_fist)
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if (player->weaponowned[wp_missile])
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player->pendingweapon = wp_missile;
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default:
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break;
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}
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return true;
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}
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//
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// P_GiveWeapon
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// The weapon name may have a MF_DROPPED flag ored in.
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//
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boolean P_GiveWeapon(player_t *player, weapontype_t weapon, boolean dropped)
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{
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boolean gaveammo;
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boolean gaveweapon;
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if (netgame && deathmatch!=2 && !dropped)
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{
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// leave placed weapons forever on net games
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if (player->weaponowned[weapon])
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return false;
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player->bonuscount += BONUSADD;
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player->weaponowned[weapon] = true;
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P_GiveAmmo(player, weaponinfo[weapon].ammo, deathmatch ? 5 : 2);
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player->pendingweapon = weapon;
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/* cph 20028/10 - for old-school DM addicts, allow old behavior
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* where only consoleplayer's pickup sounds are heard */
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if (!comp[comp_sound] || player == &players[consoleplayer])
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S_StartSound (player->mo, sfx_wpnup|PICKUP_SOUND); // killough 4/25/98
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return false;
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}
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if (weaponinfo[weapon].ammo != am_noammo)
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{
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// give one clip with a dropped weapon,
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// two clips with a found weapon
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gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, dropped ? 1 : 2);
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}
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else
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gaveammo = false;
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if (player->weaponowned[weapon])
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gaveweapon = false;
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else
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{
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gaveweapon = true;
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player->weaponowned[weapon] = true;
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player->pendingweapon = weapon;
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}
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return gaveweapon || gaveammo;
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}
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//
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// P_GiveBody
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// Returns false if the body isn't needed at all
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//
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boolean P_GiveBody(player_t *player, int num)
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{
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if (player->health >= maxhealth)
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return false; // Ty 03/09/98 externalized MAXHEALTH to maxhealth
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player->health += num;
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if (player->health > maxhealth)
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player->health = maxhealth;
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player->mo->health = player->health;
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return true;
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}
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//
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// P_GiveArmor
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// Returns false if the armor is worse
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// than the current armor.
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//
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boolean P_GiveArmor(player_t *player, int armortype)
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{
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int hits = armortype*100;
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if (player->armorpoints >= hits)
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return false; // don't pick up
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player->armortype = armortype;
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player->armorpoints = hits;
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return true;
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}
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//
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// P_GiveCard
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//
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void P_GiveCard(player_t *player, card_t card)
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{
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if (player->cards[card])
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return;
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player->bonuscount = BONUSADD;
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player->cards[card] = 1;
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}
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//
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// P_GivePower
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//
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// Rewritten by Lee Killough
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//
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boolean P_GivePower(player_t *player, int power)
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{
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static const int tics[NUMPOWERS] = {
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INVULNTICS, 1 /* strength */, INVISTICS,
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IRONTICS, 1 /* allmap */, INFRATICS,
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};
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switch (power)
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{
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case pw_invisibility:
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player->mo->flags |= MF_SHADOW;
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break;
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case pw_allmap:
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if (player->powers[pw_allmap])
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return false;
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break;
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case pw_strength:
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P_GiveBody(player,100);
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break;
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}
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// Unless player has infinite duration cheat, set duration (killough)
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if (player->powers[power] >= 0)
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player->powers[power] = tics[power];
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return true;
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}
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//
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// P_TouchSpecialThing
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//
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher)
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{
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player_t *player;
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int i;
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int sound;
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fixed_t delta = special->z - toucher->z;
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if (delta > toucher->height || delta < -8*FRACUNIT)
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return; // out of reach
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sound = sfx_itemup;
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player = toucher->player;
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// Dead thing touching.
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// Can happen with a sliding player corpse.
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if (toucher->health <= 0)
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return;
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// Identify by sprite.
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switch (special->sprite)
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{
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// armor
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case SPR_ARM1:
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if (!P_GiveArmor (player, green_armor_class))
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return;
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player->message = GOTARMOR; // Ty 03/22/98 - externalized
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break;
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case SPR_ARM2:
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if (!P_GiveArmor (player, blue_armor_class))
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return;
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player->message = GOTMEGA; // Ty 03/22/98 - externalized
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break;
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// bonus items
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case SPR_BON1:
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player->health++; // can go over 100%
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if (player->health > (maxhealth * 2))
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player->health = (maxhealth * 2);
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player->mo->health = player->health;
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player->message = GOTHTHBONUS; // Ty 03/22/98 - externalized
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break;
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case SPR_BON2:
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player->armorpoints++; // can go over 100%
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if (player->armorpoints > max_armor)
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player->armorpoints = max_armor;
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if (!player->armortype)
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player->armortype = green_armor_class;
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player->message = GOTARMBONUS; // Ty 03/22/98 - externalized
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break;
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case SPR_SOUL:
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player->health += soul_health;
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if (player->health > max_soul)
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player->health = max_soul;
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player->mo->health = player->health;
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player->message = GOTSUPER; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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case SPR_MEGA:
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if (gamemode != commercial)
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return;
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player->health = mega_health;
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player->mo->health = player->health;
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P_GiveArmor (player,blue_armor_class);
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player->message = GOTMSPHERE; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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// cards
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// leave cards for everyone
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case SPR_BKEY:
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if (!player->cards[it_bluecard])
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player->message = GOTBLUECARD; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_bluecard);
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if (!netgame)
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break;
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return;
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case SPR_YKEY:
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if (!player->cards[it_yellowcard])
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player->message = GOTYELWCARD; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_yellowcard);
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if (!netgame)
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break;
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return;
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case SPR_RKEY:
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if (!player->cards[it_redcard])
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player->message = GOTREDCARD; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_redcard);
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if (!netgame)
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break;
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return;
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case SPR_BSKU:
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if (!player->cards[it_blueskull])
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player->message = GOTBLUESKUL; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_blueskull);
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if (!netgame)
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break;
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return;
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case SPR_YSKU:
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if (!player->cards[it_yellowskull])
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player->message = GOTYELWSKUL; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_yellowskull);
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if (!netgame)
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break;
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return;
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case SPR_RSKU:
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if (!player->cards[it_redskull])
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player->message = GOTREDSKULL; // Ty 03/22/98 - externalized
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P_GiveCard (player, it_redskull);
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if (!netgame)
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break;
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return;
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// medikits, heals
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case SPR_STIM:
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if (!P_GiveBody (player, 10))
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return;
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player->message = GOTSTIM; // Ty 03/22/98 - externalized
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break;
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case SPR_MEDI:
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if (!P_GiveBody (player, 25))
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return;
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if (player->health < 50) // cph - 25 + the 25 just added, thanks to Quasar for reporting this bug
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player->message = GOTMEDINEED; // Ty 03/22/98 - externalized
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else
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player->message = GOTMEDIKIT; // Ty 03/22/98 - externalized
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break;
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// power ups
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case SPR_PINV:
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if (!P_GivePower (player, pw_invulnerability))
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return;
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player->message = GOTINVUL; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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case SPR_PSTR:
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if (!P_GivePower (player, pw_strength))
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return;
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player->message = GOTBERSERK; // Ty 03/22/98 - externalized
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if (player->readyweapon != wp_fist)
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player->pendingweapon = wp_fist;
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sound = sfx_getpow;
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break;
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case SPR_PINS:
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if (!P_GivePower (player, pw_invisibility))
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return;
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player->message = GOTINVIS; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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case SPR_SUIT:
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if (!P_GivePower (player, pw_ironfeet))
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return;
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player->message = GOTSUIT; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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case SPR_PMAP:
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if (!P_GivePower (player, pw_allmap))
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return;
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player->message = GOTMAP; // Ty 03/22/98 - externalized
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sound = sfx_getpow;
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break;
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case SPR_PVIS:
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if (!P_GivePower (player, pw_infrared))
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return;
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player->message = GOTVISOR; // Ty 03/22/98 - externalized
|
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sound = sfx_getpow;
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break;
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// ammo
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case SPR_CLIP:
|
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if (special->flags & MF_DROPPED)
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{
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if (!P_GiveAmmo (player,am_clip,0))
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return;
|
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}
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else
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{
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if (!P_GiveAmmo (player,am_clip,1))
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return;
|
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}
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player->message = GOTCLIP; // Ty 03/22/98 - externalized
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break;
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case SPR_AMMO:
|
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if (!P_GiveAmmo (player, am_clip,5))
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return;
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player->message = GOTCLIPBOX; // Ty 03/22/98 - externalized
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break;
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case SPR_ROCK:
|
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if (!P_GiveAmmo (player, am_misl,1))
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return;
|
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player->message = GOTROCKET; // Ty 03/22/98 - externalized
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break;
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case SPR_BROK:
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if (!P_GiveAmmo (player, am_misl,5))
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return;
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player->message = GOTROCKBOX; // Ty 03/22/98 - externalized
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break;
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case SPR_CELL:
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if (!P_GiveAmmo (player, am_cell,1))
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return;
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player->message = GOTCELL; // Ty 03/22/98 - externalized
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break;
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|
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case SPR_CELP:
|
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if (!P_GiveAmmo (player, am_cell,5))
|
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return;
|
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player->message = GOTCELLBOX; // Ty 03/22/98 - externalized
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break;
|
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|
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case SPR_SHEL:
|
|
if (!P_GiveAmmo (player, am_shell,1))
|
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return;
|
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player->message = GOTSHELLS; // Ty 03/22/98 - externalized
|
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break;
|
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|
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case SPR_SBOX:
|
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if (!P_GiveAmmo (player, am_shell,5))
|
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return;
|
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player->message = GOTSHELLBOX; // Ty 03/22/98 - externalized
|
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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 = GOTBACKPACK; // Ty 03/22/98 - externalized
|
|
break;
|
|
|
|
// weapons
|
|
case SPR_BFUG:
|
|
if (!P_GiveWeapon (player, wp_bfg, false) )
|
|
return;
|
|
player->message = 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 = GOTCHAINGUN; // Ty 03/22/98 - externalized
|
|
sound = sfx_wpnup;
|
|
break;
|
|
|
|
case SPR_CSAW:
|
|
if (!P_GiveWeapon (player, wp_chainsaw, false) )
|
|
return;
|
|
player->message = GOTCHAINSAW; // Ty 03/22/98 - externalized
|
|
sound = sfx_wpnup;
|
|
break;
|
|
|
|
case SPR_LAUN:
|
|
if (!P_GiveWeapon (player, wp_missile, false) )
|
|
return;
|
|
player->message = GOTLAUNCHER; // Ty 03/22/98 - externalized
|
|
sound = sfx_wpnup;
|
|
break;
|
|
|
|
case SPR_PLAS:
|
|
if (!P_GiveWeapon (player, wp_plasma, false) )
|
|
return;
|
|
player->message = 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 = 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 = 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!
|
|
}
|