mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-23 23:26:49 +03:00
919 lines
18 KiB
C
919 lines
18 KiB
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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// Handling interactions (i.e., collisions).
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//
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//-----------------------------------------------------------------------------
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static const char
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rcsid[] = "$Id: p_inter.c,v 1.4 1997/02/03 22:45:11 b1 Exp $";
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// Data.
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#include "doomdef.h"
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#include "dstrings.h"
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#include "sounds.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "am_map.h"
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#include "p_local.h"
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#include "s_sound.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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// 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
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P_GiveAmmo
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( player_t* player,
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ammotype_t ammo,
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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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if (ammo < 0 || ammo > NUMAMMO)
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I_Error ("P_GiveAmmo: bad type %i", ammo);
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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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if (gameskill == sk_baby
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|| gameskill == sk_nightmare)
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{
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// give double ammo in trainer mode,
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// you'll need in nightmare
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num <<= 1;
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}
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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,
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// don't change up weapons,
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// 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,
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// 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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{
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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
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|| player->readyweapon == wp_pistol)
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{
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if (player->weaponowned[wp_shotgun])
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player->pendingweapon = wp_shotgun;
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}
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break;
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case am_cell:
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if (player->readyweapon == wp_fist
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|| player->readyweapon == wp_pistol)
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{
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if (player->weaponowned[wp_plasma])
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player->pendingweapon = wp_plasma;
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}
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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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{
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if (player->weaponowned[wp_missile])
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player->pendingweapon = wp_missile;
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}
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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
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P_GiveWeapon
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( player_t* player,
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weapontype_t weapon,
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boolean dropped )
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{
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boolean gaveammo;
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boolean gaveweapon;
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if (netgame
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&& (deathmatch!=2)
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&& !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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if (deathmatch)
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P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
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else
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P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
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player->pendingweapon = weapon;
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if (player == &players[consoleplayer])
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S_StartSound (NULL, sfx_wpnup);
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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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if (dropped)
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gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
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else
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gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 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
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P_GiveBody
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( player_t* player,
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int num )
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{
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if (player->health >= MAXHEALTH)
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return false;
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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
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P_GiveArmor
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( player_t* player,
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int armortype )
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{
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int hits;
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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
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P_GiveCard
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( player_t* player,
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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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boolean
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P_GivePower
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( player_t* player,
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int /*powertype_t*/ power )
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{
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if (power == pw_invulnerability)
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{
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player->powers[power] = INVULNTICS;
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return true;
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}
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if (power == pw_invisibility)
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{
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player->powers[power] = INVISTICS;
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player->mo->flags |= MF_SHADOW;
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return true;
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}
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if (power == pw_infrared)
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{
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player->powers[power] = INFRATICS;
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return true;
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}
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if (power == pw_ironfeet)
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{
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player->powers[power] = IRONTICS;
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return true;
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}
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if (power == pw_strength)
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{
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P_GiveBody (player, 100);
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player->powers[power] = 1;
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return true;
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}
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if (player->powers[power])
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return false; // already got it
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player->powers[power] = 1;
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return true;
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}
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//
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||
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// P_TouchSpecialThing
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//
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void
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P_TouchSpecialThing
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( mobj_t* special,
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mobj_t* toucher )
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{
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||
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player_t* player;
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int i;
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||
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fixed_t delta;
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int sound;
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||
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delta = special->z - toucher->z;
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||
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||
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if (delta > toucher->height
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||
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|| delta < -8*FRACUNIT)
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{
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||
|
// out of reach
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||
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return;
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}
|
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sound = sfx_itemup;
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player = toucher->player;
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||
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// Dead thing touching.
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||
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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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||
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// armor
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||
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case SPR_ARM1:
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||
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if (!P_GiveArmor (player, 1))
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||
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return;
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||
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player->message = GOTARMOR;
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break;
|
||
|
|
||
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case SPR_ARM2:
|
||
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if (!P_GiveArmor (player, 2))
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||
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return;
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||
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player->message = GOTMEGA;
|
||
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break;
|
||
|
|
||
|
// bonus items
|
||
|
case SPR_BON1:
|
||
|
player->health++; // can go over 100%
|
||
|
if (player->health > 200)
|
||
|
player->health = 200;
|
||
|
player->mo->health = player->health;
|
||
|
player->message = GOTHTHBONUS;
|
||
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break;
|
||
|
|
||
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case SPR_BON2:
|
||
|
player->armorpoints++; // can go over 100%
|
||
|
if (player->armorpoints > 200)
|
||
|
player->armorpoints = 200;
|
||
|
if (!player->armortype)
|
||
|
player->armortype = 1;
|
||
|
player->message = GOTARMBONUS;
|
||
|
break;
|
||
|
|
||
|
case SPR_SOUL:
|
||
|
player->health += 100;
|
||
|
if (player->health > 200)
|
||
|
player->health = 200;
|
||
|
player->mo->health = player->health;
|
||
|
player->message = GOTSUPER;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
case SPR_MEGA:
|
||
|
if (gamemode != commercial)
|
||
|
return;
|
||
|
player->health = 200;
|
||
|
player->mo->health = player->health;
|
||
|
P_GiveArmor (player,2);
|
||
|
player->message = GOTMSPHERE;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
// cards
|
||
|
// leave cards for everyone
|
||
|
case SPR_BKEY:
|
||
|
if (!player->cards[it_bluecard])
|
||
|
player->message = GOTBLUECARD;
|
||
|
P_GiveCard (player, it_bluecard);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
case SPR_YKEY:
|
||
|
if (!player->cards[it_yellowcard])
|
||
|
player->message = GOTYELWCARD;
|
||
|
P_GiveCard (player, it_yellowcard);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
case SPR_RKEY:
|
||
|
if (!player->cards[it_redcard])
|
||
|
player->message = GOTREDCARD;
|
||
|
P_GiveCard (player, it_redcard);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
case SPR_BSKU:
|
||
|
if (!player->cards[it_blueskull])
|
||
|
player->message = GOTBLUESKUL;
|
||
|
P_GiveCard (player, it_blueskull);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
case SPR_YSKU:
|
||
|
if (!player->cards[it_yellowskull])
|
||
|
player->message = GOTYELWSKUL;
|
||
|
P_GiveCard (player, it_yellowskull);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
case SPR_RSKU:
|
||
|
if (!player->cards[it_redskull])
|
||
|
player->message = GOTREDSKULL;
|
||
|
P_GiveCard (player, it_redskull);
|
||
|
if (!netgame)
|
||
|
break;
|
||
|
return;
|
||
|
|
||
|
// medikits, heals
|
||
|
case SPR_STIM:
|
||
|
if (!P_GiveBody (player, 10))
|
||
|
return;
|
||
|
player->message = GOTSTIM;
|
||
|
break;
|
||
|
|
||
|
case SPR_MEDI:
|
||
|
if (!P_GiveBody (player, 25))
|
||
|
return;
|
||
|
|
||
|
if (player->health < 25)
|
||
|
player->message = GOTMEDINEED;
|
||
|
else
|
||
|
player->message = GOTMEDIKIT;
|
||
|
break;
|
||
|
|
||
|
|
||
|
// power ups
|
||
|
case SPR_PINV:
|
||
|
if (!P_GivePower (player, pw_invulnerability))
|
||
|
return;
|
||
|
player->message = GOTINVUL;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
case SPR_PSTR:
|
||
|
if (!P_GivePower (player, pw_strength))
|
||
|
return;
|
||
|
player->message = GOTBERSERK;
|
||
|
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 = GOTINVIS;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
case SPR_SUIT:
|
||
|
if (!P_GivePower (player, pw_ironfeet))
|
||
|
return;
|
||
|
player->message = GOTSUIT;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
case SPR_PMAP:
|
||
|
if (!P_GivePower (player, pw_allmap))
|
||
|
return;
|
||
|
player->message = GOTMAP;
|
||
|
sound = sfx_getpow;
|
||
|
break;
|
||
|
|
||
|
case SPR_PVIS:
|
||
|
if (!P_GivePower (player, pw_infrared))
|
||
|
return;
|
||
|
player->message = GOTVISOR;
|
||
|
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 = GOTCLIP;
|
||
|
break;
|
||
|
|
||
|
case SPR_AMMO:
|
||
|
if (!P_GiveAmmo (player, am_clip,5))
|
||
|
return;
|
||
|
player->message = GOTCLIPBOX;
|
||
|
break;
|
||
|
|
||
|
case SPR_ROCK:
|
||
|
if (!P_GiveAmmo (player, am_misl,1))
|
||
|
return;
|
||
|
player->message = GOTROCKET;
|
||
|
break;
|
||
|
|
||
|
case SPR_BROK:
|
||
|
if (!P_GiveAmmo (player, am_misl,5))
|
||
|
return;
|
||
|
player->message = GOTROCKBOX;
|
||
|
break;
|
||
|
|
||
|
case SPR_CELL:
|
||
|
if (!P_GiveAmmo (player, am_cell,1))
|
||
|
return;
|
||
|
player->message = GOTCELL;
|
||
|
break;
|
||
|
|
||
|
case SPR_CELP:
|
||
|
if (!P_GiveAmmo (player, am_cell,5))
|
||
|
return;
|
||
|
player->message = GOTCELLBOX;
|
||
|
break;
|
||
|
|
||
|
case SPR_SHEL:
|
||
|
if (!P_GiveAmmo (player, am_shell,1))
|
||
|
return;
|
||
|
player->message = GOTSHELLS;
|
||
|
break;
|
||
|
|
||
|
case SPR_SBOX:
|
||
|
if (!P_GiveAmmo (player, am_shell,5))
|
||
|
return;
|
||
|
player->message = GOTSHELLBOX;
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
// weapons
|
||
|
case SPR_BFUG:
|
||
|
if (!P_GiveWeapon (player, wp_bfg, false) )
|
||
|
return;
|
||
|
player->message = GOTBFG9000;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_MGUN:
|
||
|
if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
|
||
|
return;
|
||
|
player->message = GOTCHAINGUN;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_CSAW:
|
||
|
if (!P_GiveWeapon (player, wp_chainsaw, false) )
|
||
|
return;
|
||
|
player->message = GOTCHAINSAW;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_LAUN:
|
||
|
if (!P_GiveWeapon (player, wp_missile, false) )
|
||
|
return;
|
||
|
player->message = GOTLAUNCHER;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_PLAS:
|
||
|
if (!P_GiveWeapon (player, wp_plasma, false) )
|
||
|
return;
|
||
|
player->message = GOTPLASMA;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_SHOT:
|
||
|
if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
|
||
|
return;
|
||
|
player->message = GOTSHOTGUN;
|
||
|
sound = sfx_wpnup;
|
||
|
break;
|
||
|
|
||
|
case SPR_SGN2:
|
||
|
if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
|
||
|
return;
|
||
|
player->message = GOTSHOTGUN2;
|
||
|
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;
|
||
|
if (player == &players[consoleplayer])
|
||
|
S_StartSound (NULL, sound);
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// KillMobj
|
||
|
//
|
||
|
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 (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 (!netgame && (target->flags & MF_COUNTKILL) )
|
||
|
{
|
||
|
// count all monster deaths,
|
||
|
// even those caused by other monsters
|
||
|
players[0].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]
|
||
|
&& automapactive)
|
||
|
{
|
||
|
// don't die in auto map,
|
||
|
// switch view prior to dying
|
||
|
AM_Stop ();
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
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()&3;
|
||
|
|
||
|
if (target->tics < 1)
|
||
|
target->tics = 1;
|
||
|
|
||
|
// I_StartSound (&actor->r, actor->info->deathsound);
|
||
|
|
||
|
|
||
|
// 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 )
|
||
|
{
|
||
|
unsigned ang;
|
||
|
int saved;
|
||
|
player_t* player;
|
||
|
fixed_t thrust;
|
||
|
int temp;
|
||
|
|
||
|
if ( !(target->flags & MF_SHOOTABLE) )
|
||
|
return; // shouldn't happen...
|
||
|
|
||
|
if (target->health <= 0)
|
||
|
return;
|
||
|
|
||
|
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))
|
||
|
{
|
||
|
ang = R_PointToAngle2 ( inflictor->x,
|
||
|
inflictor->y,
|
||
|
target->x,
|
||
|
target->y);
|
||
|
|
||
|
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 ()&1) )
|
||
|
{
|
||
|
ang += ANG180;
|
||
|
thrust *= 4;
|
||
|
}
|
||
|
|
||
|
ang >>= ANGLETOFINESHIFT;
|
||
|
target->momx += FixedMul (thrust, finecosine[ang]);
|
||
|
target->momy += FixedMul (thrust, finesine[ang]);
|
||
|
}
|
||
|
|
||
|
// 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.
|
||
|
if ( damage < 1000
|
||
|
&& ( (player->cheats&CF_GODMODE)
|
||
|
|| player->powers[pw_invulnerability] ) )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (player->armortype)
|
||
|
{
|
||
|
if (player->armortype == 1)
|
||
|
saved = damage/3;
|
||
|
else
|
||
|
saved = 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...
|
||
|
|
||
|
temp = damage < 100 ? damage : 100;
|
||
|
|
||
|
if (player == &players[consoleplayer])
|
||
|
I_Tactile (40,10,40+temp*2);
|
||
|
}
|
||
|
|
||
|
// do the damage
|
||
|
target->health -= damage;
|
||
|
if (target->health <= 0)
|
||
|
{
|
||
|
P_KillMobj (source, target);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( (P_Random () < target->info->painchance)
|
||
|
&& !(target->flags&MF_SKULLFLY) )
|
||
|
{
|
||
|
target->flags |= MF_JUSTHIT; // fight back!
|
||
|
|
||
|
P_SetMobjState (target, target->info->painstate);
|
||
|
}
|
||
|
|
||
|
target->reactiontime = 0; // we're awake now...
|
||
|
|
||
|
if ( (!target->threshold || target->type == MT_VILE)
|
||
|
&& source && source != target
|
||
|
&& source->type != MT_VILE)
|
||
|
{
|
||
|
// if not intent on another player,
|
||
|
// chase after this one
|
||
|
target->target = source;
|
||
|
target->threshold = BASETHRESHOLD;
|
||
|
if (target->state == &states[target->info->spawnstate]
|
||
|
&& target->info->seestate != S_NULL)
|
||
|
P_SetMobjState (target, target->info->seestate);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|