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Diffstat (limited to 'src/heretic/p_inter.c')
-rw-r--r-- | src/heretic/p_inter.c | 1493 |
1 files changed, 1493 insertions, 0 deletions
diff --git a/src/heretic/p_inter.c b/src/heretic/p_inter.c new file mode 100644 index 00000000..afdb37f2 --- /dev/null +++ b/src/heretic/p_inter.c @@ -0,0 +1,1493 @@ +// 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); + } + } +} |