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diff --git a/src/heretic/p_inter.c b/src/heretic/p_inter.c
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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+// Copyright(C) 2008 Simon Howard
+//
+// 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.
+//
+//-----------------------------------------------------------------------------
+
+// P_inter.c
+
+#include "doomdef.h"
+#include "deh_str.h"
+#include "i_system.h"
+#include "i_timer.h"
+#include "m_random.h"
+#include "p_local.h"
+#include "s_sound.h"
+
+#define BONUSADD 6
+
+int WeaponValue[] = {
+ 1, // staff
+ 3, // goldwand
+ 4, // crossbow
+ 5, // blaster
+ 6, // skullrod
+ 7, // phoenixrod
+ 8, // mace
+ 2, // gauntlets
+ 0 // beak
+};
+
+int maxammo[NUMAMMO] = {
+ 100, // gold wand
+ 50, // crossbow
+ 200, // blaster
+ 200, // skull rod
+ 20, // phoenix rod
+ 150 // mace
+};
+
+int GetWeaponAmmo[NUMWEAPONS] = {
+ 0, // staff
+ 25, // gold wand
+ 10, // crossbow
+ 30, // blaster
+ 50, // skull rod
+ 2, // phoenix rod
+ 50, // mace
+ 0, // gauntlets
+ 0 // beak
+};
+
+static weapontype_t GetAmmoChange[] = {
+ wp_goldwand,
+ wp_crossbow,
+ wp_blaster,
+ wp_skullrod,
+ wp_phoenixrod,
+ wp_mace
+};
+
+/*
+static boolean GetAmmoChangePL1[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, -1, -1},
+ // blaster
+ {-1, -1, -1, -1, -1, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}
+};
+*/
+
+/*
+static boolean GetAmmoChangePL2[NUMWEAPONS][NUMAMMO] =
+{
+ // staff
+ {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod,
+ wp_mace},
+ // gold wand
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace},
+ // crossbow
+ {-1, -1, wp_blaster, wp_skullrod, wp_phoenixrod, -1},
+ // blaster
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, -1},
+ // skull rod
+ {-1, -1, -1, -1, -1, -1},
+ // phoenix rod
+ {-1, -1, -1, -1, -1, -1},
+ // mace
+ {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1},
+ // gauntlets
+ {-1, -1, -1, wp_skullrod, wp_phoenixrod, wp_mace}
+};
+*/
+
+//--------------------------------------------------------------------------
+//
+// PROC P_SetMessage
+//
+//--------------------------------------------------------------------------
+
+boolean ultimatemsg;
+
+void P_SetMessage(player_t * player, char *message, boolean ultmsg)
+{
+ extern boolean messageson;
+
+ if ((ultimatemsg || !messageson) && !ultmsg)
+ {
+ return;
+ }
+ player->message = message;
+ player->messageTics = MESSAGETICS;
+ BorderTopRefresh = true;
+ if (ultmsg)
+ {
+ ultimatemsg = true;
+ }
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveAmmo
+//
+// Returns true if the player accepted the ammo, false if it was
+// refused (player has maxammo[ammo]).
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveAmmo(player_t * player, ammotype_t ammo, int count)
+{
+ int prevAmmo;
+ //weapontype_t changeWeapon;
+
+ if (ammo == am_noammo)
+ {
+ return (false);
+ }
+ if (ammo < 0 || ammo > NUMAMMO)
+ {
+ I_Error("P_GiveAmmo: bad type %i", ammo);
+ }
+ if (player->ammo[ammo] == player->maxammo[ammo])
+ {
+ return (false);
+ }
+ if (gameskill == sk_baby || gameskill == sk_nightmare)
+ { // extra ammo in baby mode and nightmare mode
+ count += count >> 1;
+ }
+ prevAmmo = player->ammo[ammo];
+
+ player->ammo[ammo] += count;
+ if (player->ammo[ammo] > player->maxammo[ammo])
+ {
+ player->ammo[ammo] = player->maxammo[ammo];
+ }
+ if (prevAmmo)
+ {
+ // Don't attempt to change weapons if the player already had
+ // ammo of the type just given
+ return (true);
+ }
+ if (player->readyweapon == wp_staff
+ || player->readyweapon == wp_gauntlets)
+ {
+ if (player->weaponowned[GetAmmoChange[ammo]])
+ {
+ player->pendingweapon = GetAmmoChange[ammo];
+ }
+ }
+/*
+ if(player->powers[pw_weaponlevel2])
+ {
+ changeWeapon = GetAmmoChangePL2[player->readyweapon][ammo];
+ }
+ else
+ {
+ changeWeapon = GetAmmoChangePL1[player->readyweapon][ammo];
+ }
+ if(changeWeapon != -1)
+ {
+ if(player->weaponowned[changeWeapon])
+ {
+ player->pendingweapon = changeWeapon;
+ }
+ }
+*/
+ return (true);
+}
+
+//--------------------------------------------------------------------------
+//
+// FUNC P_GiveWeapon
+//
+// Returns true if the weapon or its ammo was accepted.
+//
+//--------------------------------------------------------------------------
+
+boolean P_GiveWeapon(player_t * player, weapontype_t weapon)
+{
+ boolean gaveAmmo;
+ boolean gaveWeapon;
+
+ if (netgame && !deathmatch)
+ { // Cooperative net-game
+ if (player->weaponowned[weapon])
+ {
+ return (false);
+ }
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+ P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]);
+ player->pendingweapon = weapon;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_wpnup);
+ }
+ return (false);
+ }
+ gaveAmmo = P_GiveAmmo(player, wpnlev1info[weapon].ammo,
+ GetWeaponAmmo[weapon]);
+ if (player->weaponowned[weapon])
+ {
+ gaveWeapon = false;
+ }
+ else
+ {
+ gaveWeapon = true;
+ player->weaponowned[weapon] = true;
+ if (WeaponValue[weapon] > WeaponValue[player->readyweapon])
+ { // Only switch to more powerful weapons
+ player->pendingweapon = weapon;
+ }
+ }
+ return (gaveWeapon || gaveAmmo);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveBody
+//
+// Returns false if the body isn't needed at all.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveBody(player_t * player, int num)
+{
+ int max;
+
+ max = MAXHEALTH;
+ if (player->chickenTics)
+ {
+ max = MAXCHICKENHEALTH;
+ }
+ if (player->health >= max)
+ {
+ return (false);
+ }
+ player->health += num;
+ if (player->health > max)
+ {
+ player->health = max;
+ }
+ player->mo->health = player->health;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArmor
+//
+// Returns false if the armor is worse than the current armor.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArmor(player_t * player, int armortype)
+{
+ int hits;
+
+ hits = armortype * 100;
+ if (player->armorpoints >= hits)
+ {
+ return (false);
+ }
+ player->armortype = armortype;
+ player->armorpoints = hits;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_GiveKey
+//
+//---------------------------------------------------------------------------
+
+void P_GiveKey(player_t * player, keytype_t key)
+{
+ extern int playerkeys;
+ extern vertex_t KeyPoints[];
+
+ if (player->keys[key])
+ {
+ return;
+ }
+ if (player == &players[consoleplayer])
+ {
+ playerkeys |= 1 << key;
+ KeyPoints[key].x = 0;
+ KeyPoints[key].y = 0;
+ }
+ player->bonuscount = BONUSADD;
+ player->keys[key] = true;
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GivePower
+//
+// Returns true if power accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GivePower(player_t * player, powertype_t power)
+{
+ if (power == pw_invulnerability)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INVULNTICS;
+ return (true);
+ }
+ if (power == pw_weaponlevel2)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = WPNLEV2TICS;
+ return (true);
+ }
+ if (power == pw_invisibility)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INVISTICS;
+ player->mo->flags |= MF_SHADOW;
+ return (true);
+ }
+ if (power == pw_flight)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = FLIGHTTICS;
+ player->mo->flags2 |= MF2_FLY;
+ player->mo->flags |= MF_NOGRAVITY;
+ if (player->mo->z <= player->mo->floorz)
+ {
+ player->flyheight = 10; // thrust the player in the air a bit
+ }
+ return (true);
+ }
+ if (power == pw_infrared)
+ {
+ if (player->powers[power] > BLINKTHRESHOLD)
+ { // Already have it
+ return (false);
+ }
+ player->powers[power] = INFRATICS;
+ return (true);
+ }
+/*
+ if(power == pw_ironfeet)
+ {
+ player->powers[power] = IRONTICS;
+ return(true);
+ }
+ if(power == pw_strength)
+ {
+ P_GiveBody(player, 100);
+ player->powers[power] = 1;
+ return(true);
+ }
+*/
+ if (player->powers[power])
+ {
+ return (false); // already got it
+ }
+ player->powers[power] = 1;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_GiveArtifact
+//
+// Returns true if artifact accepted.
+//
+//---------------------------------------------------------------------------
+
+boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo)
+{
+ int i;
+
+ i = 0;
+ while (player->inventory[i].type != arti && i < player->inventorySlotNum)
+ {
+ i++;
+ }
+ if (i == player->inventorySlotNum)
+ {
+ player->inventory[i].count = 1;
+ player->inventory[i].type = arti;
+ player->inventorySlotNum++;
+ }
+ else
+ {
+ if (player->inventory[i].count >= 16)
+ { // Player already has 16 of this item
+ return (false);
+ }
+ player->inventory[i].count++;
+ }
+ if (player->artifactCount == 0)
+ {
+ player->readyArtifact = arti;
+ }
+ player->artifactCount++;
+ if (mo && (mo->flags & MF_COUNTITEM))
+ {
+ player->itemcount++;
+ }
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_SetDormantArtifact
+//
+// Removes the MF_SPECIAL flag, and initiates the artifact pickup
+// animation.
+//
+//---------------------------------------------------------------------------
+
+void P_SetDormantArtifact(mobj_t * arti)
+{
+ arti->flags &= ~MF_SPECIAL;
+ if (deathmatch && (arti->type != MT_ARTIINVULNERABILITY)
+ && (arti->type != MT_ARTIINVISIBILITY))
+ {
+ P_SetMobjState(arti, S_DORMANTARTI1);
+ }
+ else
+ { // Don't respawn
+ P_SetMobjState(arti, S_DEADARTI1);
+ }
+ S_StartSound(arti, sfx_artiup);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreArtifact
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreArtifact(mobj_t * arti)
+{
+ arti->flags |= MF_SPECIAL;
+ P_SetMobjState(arti, arti->info->spawnstate);
+ S_StartSound(arti, sfx_respawn);
+}
+
+//----------------------------------------------------------------------------
+//
+// PROC P_HideSpecialThing
+//
+//----------------------------------------------------------------------------
+
+void P_HideSpecialThing(mobj_t * thing)
+{
+ thing->flags &= ~MF_SPECIAL;
+ thing->flags2 |= MF2_DONTDRAW;
+ P_SetMobjState(thing, S_HIDESPECIAL1);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing1
+//
+// Make a special thing visible again.
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing1(mobj_t * thing)
+{
+ if (thing->type == MT_WMACE)
+ { // Do random mace placement
+ P_RepositionMace(thing);
+ }
+ thing->flags2 &= ~MF2_DONTDRAW;
+ S_StartSound(thing, sfx_respawn);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC A_RestoreSpecialThing2
+//
+//---------------------------------------------------------------------------
+
+void A_RestoreSpecialThing2(mobj_t * thing)
+{
+ thing->flags |= MF_SPECIAL;
+ P_SetMobjState(thing, thing->info->spawnstate);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_TouchSpecialThing
+//
+//---------------------------------------------------------------------------
+
+void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher)
+{
+ int i;
+ player_t *player;
+ fixed_t delta;
+ int sound;
+ boolean respawn;
+
+ delta = special->z - toucher->z;
+ if (delta > toucher->height || delta < -32 * FRACUNIT)
+ { // Out of reach
+ return;
+ }
+ if (toucher->health <= 0)
+ { // Toucher is dead
+ return;
+ }
+ sound = sfx_itemup;
+ player = toucher->player;
+ respawn = true;
+ switch (special->sprite)
+ {
+ // Items
+ case SPR_PTN1: // Item_HealingPotion
+ if (!P_GiveBody(player, 10))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_ITEMHEALTH), false);
+ break;
+ case SPR_SHLD: // Item_Shield1
+ if (!P_GiveArmor(player, 1))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_ITEMSHIELD1), false);
+ break;
+ case SPR_SHD2: // Item_Shield2
+ if (!P_GiveArmor(player, 2))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_ITEMSHIELD2), false);
+ break;
+ case SPR_BAGH: // Item_BagOfHolding
+ if (!player->backpack)
+ {
+ for (i = 0; i < NUMAMMO; i++)
+ {
+ player->maxammo[i] *= 2;
+ }
+ player->backpack = true;
+ }
+ P_GiveAmmo(player, am_goldwand, AMMO_GWND_WIMPY);
+ P_GiveAmmo(player, am_blaster, AMMO_BLSR_WIMPY);
+ P_GiveAmmo(player, am_crossbow, AMMO_CBOW_WIMPY);
+ P_GiveAmmo(player, am_skullrod, AMMO_SKRD_WIMPY);
+ P_GiveAmmo(player, am_phoenixrod, AMMO_PHRD_WIMPY);
+ P_SetMessage(player, DEH_String(TXT_ITEMBAGOFHOLDING), false);
+ break;
+ case SPR_SPMP: // Item_SuperMap
+ if (!P_GivePower(player, pw_allmap))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_ITEMSUPERMAP), false);
+ break;
+
+ // Keys
+ case SPR_BKYY: // Key_Blue
+ if (!player->keys[key_blue])
+ {
+ P_SetMessage(player, DEH_String(TXT_GOTBLUEKEY), false);
+ }
+ P_GiveKey(player, key_blue);
+ sound = sfx_keyup;
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_CKYY: // Key_Yellow
+ if (!player->keys[key_yellow])
+ {
+ P_SetMessage(player, DEH_String(TXT_GOTYELLOWKEY), false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_yellow);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+ case SPR_AKYY: // Key_Green
+ if (!player->keys[key_green])
+ {
+ P_SetMessage(player, DEH_String(TXT_GOTGREENKEY), false);
+ }
+ sound = sfx_keyup;
+ P_GiveKey(player, key_green);
+ if (!netgame)
+ {
+ break;
+ }
+ return;
+
+ // Artifacts
+ case SPR_PTN2: // Arti_HealingPotion
+ if (P_GiveArtifact(player, arti_health, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIHEALTH), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SOAR: // Arti_Fly
+ if (P_GiveArtifact(player, arti_fly, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIFLY), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVU: // Arti_Invulnerability
+ if (P_GiveArtifact(player, arti_invulnerability, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIINVULNERABILITY), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_PWBK: // Arti_TomeOfPower
+ if (P_GiveArtifact(player, arti_tomeofpower, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTITOMEOFPOWER), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_INVS: // Arti_Invisibility
+ if (P_GiveArtifact(player, arti_invisibility, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIINVISIBILITY), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_EGGC: // Arti_Egg
+ if (P_GiveArtifact(player, arti_egg, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIEGG), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_SPHL: // Arti_SuperHealth
+ if (P_GiveArtifact(player, arti_superhealth, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTISUPERHEALTH), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_TRCH: // Arti_Torch
+ if (P_GiveArtifact(player, arti_torch, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTITORCH), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_FBMB: // Arti_FireBomb
+ if (P_GiveArtifact(player, arti_firebomb, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTIFIREBOMB), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+ case SPR_ATLP: // Arti_Teleport
+ if (P_GiveArtifact(player, arti_teleport, special))
+ {
+ P_SetMessage(player, DEH_String(TXT_ARTITELEPORT), false);
+ P_SetDormantArtifact(special);
+ }
+ return;
+
+ // Ammo
+ case SPR_AMG1: // Ammo_GoldWandWimpy
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOGOLDWAND1), false);
+ break;
+ case SPR_AMG2: // Ammo_GoldWandHefty
+ if (!P_GiveAmmo(player, am_goldwand, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOGOLDWAND2), false);
+ break;
+ case SPR_AMM1: // Ammo_MaceWimpy
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOMACE1), false);
+ break;
+ case SPR_AMM2: // Ammo_MaceHefty
+ if (!P_GiveAmmo(player, am_mace, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOMACE2), false);
+ break;
+ case SPR_AMC1: // Ammo_CrossbowWimpy
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOCROSSBOW1), false);
+ break;
+ case SPR_AMC2: // Ammo_CrossbowHefty
+ if (!P_GiveAmmo(player, am_crossbow, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOCROSSBOW2), false);
+ break;
+ case SPR_AMB1: // Ammo_BlasterWimpy
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOBLASTER1), false);
+ break;
+ case SPR_AMB2: // Ammo_BlasterHefty
+ if (!P_GiveAmmo(player, am_blaster, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOBLASTER2), false);
+ break;
+ case SPR_AMS1: // Ammo_SkullRodWimpy
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOSKULLROD1), false);
+ break;
+ case SPR_AMS2: // Ammo_SkullRodHefty
+ if (!P_GiveAmmo(player, am_skullrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOSKULLROD2), false);
+ break;
+ case SPR_AMP1: // Ammo_PhoenixRodWimpy
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOPHOENIXROD1), false);
+ break;
+ case SPR_AMP2: // Ammo_PhoenixRodHefty
+ if (!P_GiveAmmo(player, am_phoenixrod, special->health))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_AMMOPHOENIXROD2), false);
+ break;
+
+ // Weapons
+ case SPR_WMCE: // Weapon_Mace
+ if (!P_GiveWeapon(player, wp_mace))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNMACE), false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBOW: // Weapon_Crossbow
+ if (!P_GiveWeapon(player, wp_crossbow))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNCROSSBOW), false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WBLS: // Weapon_Blaster
+ if (!P_GiveWeapon(player, wp_blaster))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNBLASTER), false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WSKL: // Weapon_SkullRod
+ if (!P_GiveWeapon(player, wp_skullrod))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNSKULLROD), false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WPHX: // Weapon_PhoenixRod
+ if (!P_GiveWeapon(player, wp_phoenixrod))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNPHOENIXROD), false);
+ sound = sfx_wpnup;
+ break;
+ case SPR_WGNT: // Weapon_Gauntlets
+ if (!P_GiveWeapon(player, wp_gauntlets))
+ {
+ return;
+ }
+ P_SetMessage(player, DEH_String(TXT_WPNGAUNTLETS), false);
+ sound = sfx_wpnup;
+ break;
+ default:
+ I_Error("P_SpecialThing: Unknown gettable thing");
+ }
+ if (special->flags & MF_COUNTITEM)
+ {
+ player->itemcount++;
+ }
+ if (deathmatch && respawn && !(special->flags & MF_DROPPED))
+ {
+ P_HideSpecialThing(special);
+ }
+ else
+ {
+ P_RemoveMobj(special);
+ }
+ player->bonuscount += BONUSADD;
+ if (player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sound);
+ SB_PaletteFlash();
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_KillMobj
+//
+//---------------------------------------------------------------------------
+
+void P_KillMobj(mobj_t * source, mobj_t * target)
+{
+ target->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_NOGRAVITY);
+ target->flags |= MF_CORPSE | MF_DROPOFF;
+ target->flags2 &= ~MF2_PASSMOBJ;
+ target->height >>= 2;
+ if (source && source->player)
+ {
+ if (target->flags & MF_COUNTKILL)
+ { // Count for intermission
+ source->player->killcount++;
+ }
+ if (target->player)
+ { // Frag stuff
+ if (target == source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ }
+ else
+ {
+ source->player->frags[target->player - players]++;
+ if (source->player == &players[consoleplayer])
+ {
+ S_StartSound(NULL, sfx_gfrag);
+ }
+ if (source->player->chickenTics)
+ { // Make a super chicken
+ P_GivePower(source->player, pw_weaponlevel2);
+ }
+ }
+ }
+ }
+ else if (!netgame && (target->flags & MF_COUNTKILL))
+ { // Count all monster deaths
+ players[0].killcount++;
+ }
+ if (target->player)
+ {
+ if (!source)
+ { // Self-frag
+ target->player->frags[target->player - players]--;
+ }
+ target->flags &= ~MF_SOLID;
+ target->flags2 &= ~MF2_FLY;
+ target->player->powers[pw_flight] = 0;
+ target->player->powers[pw_weaponlevel2] = 0;
+ target->player->playerstate = PST_DEAD;
+ P_DropWeapon(target->player);
+ if (target->flags2 & MF2_FIREDAMAGE)
+ { // Player flame death
+ P_SetMobjState(target, S_PLAY_FDTH1);
+ //S_StartSound(target, sfx_hedat1); // Burn sound
+ return;
+ }
+ }
+ if (target->health < -(target->info->spawnhealth >> 1)
+ && target->info->xdeathstate)
+ { // Extreme death
+ P_SetMobjState(target, target->info->xdeathstate);
+ }
+ else
+ { // Normal death
+ P_SetMobjState(target, target->info->deathstate);
+ }
+ target->tics -= P_Random() & 3;
+// I_StartSound(&actor->r, actor->info->deathsound);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_MinotaurSlam
+//
+//---------------------------------------------------------------------------
+
+void P_MinotaurSlam(mobj_t * source, mobj_t * target)
+{
+ angle_t angle;
+ fixed_t thrust;
+
+ angle = R_PointToAngle2(source->x, source->y, target->x, target->y);
+ angle >>= ANGLETOFINESHIFT;
+ thrust = 16 * FRACUNIT + (P_Random() << 10);
+ target->momx += FixedMul(thrust, finecosine[angle]);
+ target->momy += FixedMul(thrust, finesine[angle]);
+ P_DamageMobj(target, NULL, NULL, HITDICE(6));
+ if (target->player)
+ {
+ target->reactiontime = 14 + (P_Random() & 7);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_TouchWhirlwind
+//
+//---------------------------------------------------------------------------
+
+void P_TouchWhirlwind(mobj_t * target)
+{
+ int randVal;
+
+ target->angle += (P_Random() - P_Random()) << 20;
+ target->momx += (P_Random() - P_Random()) << 10;
+ target->momy += (P_Random() - P_Random()) << 10;
+ if (leveltime & 16 && !(target->flags2 & MF2_BOSS))
+ {
+ randVal = P_Random();
+ if (randVal > 160)
+ {
+ randVal = 160;
+ }
+ target->momz += randVal << 10;
+ if (target->momz > 12 * FRACUNIT)
+ {
+ target->momz = 12 * FRACUNIT;
+ }
+ }
+ if (!(leveltime & 7))
+ {
+ P_DamageMobj(target, NULL, NULL, 3);
+ }
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorphPlayer
+//
+// Returns true if the player gets turned into a chicken.
+//
+//---------------------------------------------------------------------------
+
+boolean P_ChickenMorphPlayer(player_t * player)
+{
+ mobj_t *pmo;
+ mobj_t *fog;
+ mobj_t *chicken;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int oldFlags2;
+
+ if (player->chickenTics)
+ {
+ if ((player->chickenTics < CHICKENTICS - TICRATE)
+ && !player->powers[pw_weaponlevel2])
+ { // Make a super chicken
+ P_GivePower(player, pw_weaponlevel2);
+ }
+ return (false);
+ }
+ if (player->powers[pw_invulnerability])
+ { // Immune when invulnerable
+ return (false);
+ }
+ pmo = player->mo;
+ x = pmo->x;
+ y = pmo->y;
+ z = pmo->z;
+ angle = pmo->angle;
+ oldFlags2 = pmo->flags2;
+ P_SetMobjState(pmo, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICPLAYER);
+ chicken->special1 = player->readyweapon;
+ chicken->angle = angle;
+ chicken->player = player;
+ player->health = chicken->health = MAXCHICKENHEALTH;
+ player->mo = chicken;
+ player->armorpoints = player->armortype = 0;
+ player->powers[pw_invisibility] = 0;
+ player->powers[pw_weaponlevel2] = 0;
+ if (oldFlags2 & MF2_FLY)
+ {
+ chicken->flags2 |= MF2_FLY;
+ }
+ player->chickenTics = CHICKENTICS;
+ P_ActivateBeak(player);
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_ChickenMorph
+//
+//---------------------------------------------------------------------------
+
+boolean P_ChickenMorph(mobj_t * actor)
+{
+ mobj_t *fog;
+ mobj_t *chicken;
+ mobj_t *target;
+ mobjtype_t moType;
+ fixed_t x;
+ fixed_t y;
+ fixed_t z;
+ angle_t angle;
+ int ghost;
+
+ if (actor->player)
+ {
+ return (false);
+ }
+ moType = actor->type;
+ switch (moType)
+ {
+ case MT_POD:
+ case MT_CHICKEN:
+ case MT_HEAD:
+ case MT_MINOTAUR:
+ case MT_SORCERER1:
+ case MT_SORCERER2:
+ return (false);
+ default:
+ break;
+ }
+ x = actor->x;
+ y = actor->y;
+ z = actor->z;
+ angle = actor->angle;
+ ghost = actor->flags & MF_SHADOW;
+ target = actor->target;
+ P_SetMobjState(actor, S_FREETARGMOBJ);
+ fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG);
+ S_StartSound(fog, sfx_telept);
+ chicken = P_SpawnMobj(x, y, z, MT_CHICKEN);
+ chicken->special2 = moType;
+ chicken->special1 = CHICKENTICS + P_Random();
+ chicken->flags |= ghost;
+ chicken->target = target;
+ chicken->angle = angle;
+ return (true);
+}
+
+//---------------------------------------------------------------------------
+//
+// FUNC P_AutoUseChaosDevice
+//
+//---------------------------------------------------------------------------
+
+boolean P_AutoUseChaosDevice(player_t * player)
+{
+ int i;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_teleport)
+ {
+ P_PlayerUseArtifact(player, arti_teleport);
+ player->health = player->mo->health = (player->health + 1) / 2;
+ return (true);
+ }
+ }
+ return (false);
+}
+
+//---------------------------------------------------------------------------
+//
+// PROC P_AutoUseHealth
+//
+//---------------------------------------------------------------------------
+
+void P_AutoUseHealth(player_t * player, int saveHealth)
+{
+ int i;
+ int count;
+ int normalCount;
+ int normalSlot;
+ int superCount;
+ int superSlot;
+
+ normalCount = 0;
+ superCount = 0;
+ normalSlot = 0;
+ superSlot = 0;
+
+ for (i = 0; i < player->inventorySlotNum; i++)
+ {
+ if (player->inventory[i].type == arti_health)
+ {
+ normalSlot = i;
+ normalCount = player->inventory[i].count;
+ }
+ else if (player->inventory[i].type == arti_superhealth)
+ {
+ superSlot = i;
+ superCount = player->inventory[i].count;
+ }
+ }
+ if ((gameskill == sk_baby) && (normalCount * 25 >= saveHealth))
+ { // Use quartz flasks
+ count = (saveHealth + 24) / 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ else if (superCount * 100 >= saveHealth)
+ { // Use mystic urns
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, superSlot);
+ }
+ }
+ else if ((gameskill == sk_baby)
+ && (superCount * 100 + normalCount * 25 >= saveHealth))
+ { // Use mystic urns and quartz flasks
+ count = (saveHealth + 24) / 25;
+ saveHealth -= count * 25;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 25;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ count = (saveHealth + 99) / 100;
+ for (i = 0; i < count; i++)
+ {
+ player->health += 100;
+ P_PlayerRemoveArtifact(player, normalSlot);
+ }
+ }
+ player->mo->health = player->health;
+}
+
+/*
+=================
+=
+= 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 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))
+ {
+ // Shouldn't happen
+ return;
+ }
+ if (target->health <= 0)
+ {
+ return;
+ }
+ if (target->flags & MF_SKULLFLY)
+ {
+ if (target->type == MT_MINOTAUR)
+ { // Minotaur is invulnerable during charge attack
+ return;
+ }
+ target->momx = target->momy = target->momz = 0;
+ }
+ player = target->player;
+ if (player && gameskill == sk_baby)
+ {
+ // Take half damage in trainer mode
+ damage >>= 1;
+ }
+ // Special damage types
+ if (inflictor)
+ {
+ switch (inflictor->type)
+ {
+ case MT_EGGFX:
+ if (player)
+ {
+ P_ChickenMorphPlayer(player);
+ }
+ else
+ {
+ P_ChickenMorph(target);
+ }
+ return; // Always return
+ case MT_WHIRLWIND:
+ P_TouchWhirlwind(target);
+ return;
+ case MT_MINOTAUR:
+ if (inflictor->flags & MF_SKULLFLY)
+ { // Slam only when in charge mode
+ P_MinotaurSlam(inflictor, target);
+ return;
+ }
+ break;
+ case MT_MACEFX4: // Death ball
+ if ((target->flags2 & MF2_BOSS) || target->type == MT_HEAD)
+ { // Don't allow cheap boss kills
+ break;
+ }
+ else if (target->player)
+ { // Player specific checks
+ if (target->player->powers[pw_invulnerability])
+ { // Can't hurt invulnerable players
+ break;
+ }
+ if (P_AutoUseChaosDevice(target->player))
+ { // Player was saved using chaos device
+ return;
+ }
+ }
+ damage = 10000; // Something's gonna die
+ break;
+ case MT_PHOENIXFX2: // Flame thrower
+ if (target->player && P_Random() < 128)
+ { // Freeze player for a bit
+ target->reactiontime += 4;
+ }
+ break;
+ case MT_RAINPLR1: // Rain missiles
+ case MT_RAINPLR2:
+ case MT_RAINPLR3:
+ case MT_RAINPLR4:
+ if (target->flags2 & MF2_BOSS)
+ { // Decrease damage for bosses
+ damage = (P_Random() & 7) + 1;
+ }
+ break;
+ case MT_HORNRODFX2:
+ case MT_PHOENIXFX1:
+ if (target->type == MT_SORCERER2 && P_Random() < 96)
+ { // D'Sparil teleports away
+ P_DSparilTeleport(target);
+ return;
+ }
+ break;
+ case MT_BLASTERFX1:
+ case MT_RIPPER:
+ if (target->type == MT_HEAD)
+ { // Less damage to Ironlich bosses
+ damage = P_Random() & 1;
+ if (!damage)
+ {
+ return;
+ }
+ }
+ break;
+ default:
+ break;
+ }
+ }
+ // Push the target unless source is using the gauntlets
+ if (inflictor && (!source || !source->player
+ || source->player->readyweapon != wp_gauntlets)
+ && !(inflictor->flags2 & MF2_NODMGTHRUST))
+ {
+ ang = R_PointToAngle2(inflictor->x, inflictor->y,
+ target->x, target->y);
+ //thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
+ thrust = damage * (FRACUNIT >> 3) * 150 / 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;
+ if (source && source->player && (source == inflictor)
+ && source->player->powers[pw_weaponlevel2]
+ && source->player->readyweapon == wp_staff)
+ {
+ // Staff power level 2
+ target->momx += FixedMul(10 * FRACUNIT, finecosine[ang]);
+ target->momy += FixedMul(10 * FRACUNIT, finesine[ang]);
+ if (!(target->flags & MF_NOGRAVITY))
+ {
+ target->momz += 5 * FRACUNIT;
+ }
+ }
+ else
+ {
+ 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;
+ //}
+
+ if (damage < 1000 && ((player->cheats & CF_GODMODE)
+ || player->powers[pw_invulnerability]))
+ {
+ return;
+ }
+ if (player->armortype)
+ {
+ if (player->armortype == 1)
+ {
+ saved = damage >> 1;
+ }
+ else
+ {
+ saved = (damage >> 1) + (damage >> 2);
+ }
+ if (player->armorpoints <= saved)
+ {
+ // armor is used up
+ saved = player->armorpoints;
+ player->armortype = 0;
+ }
+ player->armorpoints -= saved;
+ damage -= saved;
+ }
+ if (damage >= player->health
+ && ((gameskill == sk_baby) || deathmatch) && !player->chickenTics)
+ { // Try to use some inventory health
+ P_AutoUseHealth(player, damage - player->health + 1);
+ }
+ 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);
+ SB_PaletteFlash();
+ }
+ }
+
+ //
+ // do the damage
+ //
+ target->health -= damage;
+ if (target->health <= 0)
+ { // Death
+ target->special1 = damage;
+ if (target->type == MT_POD && source && source->type != MT_POD)
+ { // Make sure players get frags for chain-reaction kills
+ target->target = source;
+ }
+ if (player && inflictor && !player->chickenTics)
+ { // Check for flame death
+ if ((inflictor->flags2 & MF2_FIREDAMAGE)
+ || ((inflictor->type == MT_PHOENIXFX1)
+ && (target->health > -50) && (damage > 25)))
+ {
+ target->flags2 |= MF2_FIREDAMAGE;
+ }
+ }
+ 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 && source && !(source->flags2 & MF2_BOSS)
+ && !(target->type == MT_SORCERER2 && source->type == MT_WIZARD))
+ {
+ // Target actor is not intent on another actor,
+ // so make him chase after source
+ target->target = source;
+ target->threshold = BASETHRESHOLD;
+ if (target->state == &states[target->info->spawnstate]
+ && target->info->seestate != S_NULL)
+ {
+ P_SetMobjState(target, target->info->seestate);
+ }
+ }
+}