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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: p_inter.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:20:12 fraggle
+// Initial revision
+//
+//
+// DESCRIPTION:
+// Handling interactions (i.e., collisions).
+//
+//-----------------------------------------------------------------------------
+
+
+static const char
+rcsid[] = "$Id: p_inter.c 4 2005-07-23 16:19:41Z fraggle $";
+
+
+// Data.
+#include "doomdef.h"
+#include "dstrings.h"
+#include "sounds.h"
+
+#include "doomstat.h"
+
+#include "m_random.h"
+#include "i_system.h"
+
+#include "am_map.h"
+
+#include "p_local.h"
+
+#include "s_sound.h"
+
+#ifdef __GNUG__
+#pragma implementation "p_inter.h"
+#endif
+#include "p_inter.h"
+
+
+#define BONUSADD 6
+
+
+
+
+// a weapon is found with two clip loads,
+// a big item has five clip loads
+int maxammo[NUMAMMO] = {200, 50, 300, 50};
+int clipammo[NUMAMMO] = {10, 4, 20, 1};
+
+
+//
+// GET STUFF
+//
+
+//
+// P_GiveAmmo
+// Num is the number of clip loads,
+// not the individual count (0= 1/2 clip).
+// Returns false if the ammo can't be picked up at all
+//
+
+boolean
+P_GiveAmmo
+( player_t* player,
+ ammotype_t ammo,
+ int num )
+{
+ int oldammo;
+
+ if (ammo == am_noammo)
+ return false;
+
+ if (ammo < 0 || ammo > NUMAMMO)
+ I_Error ("P_GiveAmmo: bad type %i", ammo);
+
+ if ( player->ammo[ammo] == player->maxammo[ammo] )
+ return false;
+
+ if (num)
+ num *= clipammo[ammo];
+ else
+ num = clipammo[ammo]/2;
+
+ if (gameskill == sk_baby
+ || gameskill == sk_nightmare)
+ {
+ // give double ammo in trainer mode,
+ // you'll need in nightmare
+ num <<= 1;
+ }
+
+
+ oldammo = player->ammo[ammo];
+ player->ammo[ammo] += num;
+
+ if (player->ammo[ammo] > player->maxammo[ammo])
+ player->ammo[ammo] = player->maxammo[ammo];
+
+ // If non zero ammo,
+ // don't change up weapons,
+ // player was lower on purpose.
+ if (oldammo)
+ return true;
+
+ // We were down to zero,
+ // so select a new weapon.
+ // Preferences are not user selectable.
+ switch (ammo)
+ {
+ case am_clip:
+ if (player->readyweapon == wp_fist)
+ {
+ if (player->weaponowned[wp_chaingun])
+ player->pendingweapon = wp_chaingun;
+ else
+ player->pendingweapon = wp_pistol;
+ }
+ break;
+
+ case am_shell:
+ if (player->readyweapon == wp_fist
+ || player->readyweapon == wp_pistol)
+ {
+ if (player->weaponowned[wp_shotgun])
+ player->pendingweapon = wp_shotgun;
+ }
+ break;
+
+ case am_cell:
+ if (player->readyweapon == wp_fist
+ || player->readyweapon == wp_pistol)
+ {
+ if (player->weaponowned[wp_plasma])
+ player->pendingweapon = wp_plasma;
+ }
+ break;
+
+ case am_misl:
+ if (player->readyweapon == wp_fist)
+ {
+ if (player->weaponowned[wp_missile])
+ player->pendingweapon = wp_missile;
+ }
+ default:
+ break;
+ }
+
+ return true;
+}
+
+
+//
+// P_GiveWeapon
+// The weapon name may have a MF_DROPPED flag ored in.
+//
+boolean
+P_GiveWeapon
+( player_t* player,
+ weapontype_t weapon,
+ boolean dropped )
+{
+ boolean gaveammo;
+ boolean gaveweapon;
+
+ if (netgame
+ && (deathmatch!=2)
+ && !dropped )
+ {
+ // leave placed weapons forever on net games
+ if (player->weaponowned[weapon])
+ return false;
+
+ player->bonuscount += BONUSADD;
+ player->weaponowned[weapon] = true;
+
+ if (deathmatch)
+ P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
+ else
+ P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+ player->pendingweapon = weapon;
+
+ if (player == &players[consoleplayer])
+ S_StartSound (NULL, sfx_wpnup);
+ return false;
+ }
+
+ if (weaponinfo[weapon].ammo != am_noammo)
+ {
+ // give one clip with a dropped weapon,
+ // two clips with a found weapon
+ if (dropped)
+ gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
+ else
+ gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
+ }
+ else
+ gaveammo = false;
+
+ if (player->weaponowned[weapon])
+ gaveweapon = false;
+ else
+ {
+ gaveweapon = true;
+ player->weaponowned[weapon] = true;
+ player->pendingweapon = weapon;
+ }
+
+ return (gaveweapon || gaveammo);
+}
+
+
+
+//
+// P_GiveBody
+// Returns false if the body isn't needed at all
+//
+boolean
+P_GiveBody
+( player_t* player,
+ int num )
+{
+ if (player->health >= MAXHEALTH)
+ return false;
+
+ player->health += num;
+ if (player->health > MAXHEALTH)
+ player->health = MAXHEALTH;
+ player->mo->health = player->health;
+
+ return true;
+}
+
+
+
+//
+// P_GiveArmor
+// Returns false if the armor is worse
+// than the current armor.
+//
+boolean
+P_GiveArmor
+( player_t* player,
+ int armortype )
+{
+ int hits;
+
+ hits = armortype*100;
+ if (player->armorpoints >= hits)
+ return false; // don't pick up
+
+ player->armortype = armortype;
+ player->armorpoints = hits;
+
+ return true;
+}
+
+
+
+//
+// P_GiveCard
+//
+void
+P_GiveCard
+( player_t* player,
+ card_t card )
+{
+ if (player->cards[card])
+ return;
+
+ player->bonuscount = BONUSADD;
+ player->cards[card] = 1;
+}
+
+
+//
+// P_GivePower
+//
+boolean
+P_GivePower
+( player_t* player,
+ int /*powertype_t*/ power )
+{
+ if (power == pw_invulnerability)
+ {
+ player->powers[power] = INVULNTICS;
+ return true;
+ }
+
+ if (power == pw_invisibility)
+ {
+ player->powers[power] = INVISTICS;
+ player->mo->flags |= MF_SHADOW;
+ return true;
+ }
+
+ if (power == pw_infrared)
+ {
+ 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;
+}
+
+
+
+//
+// P_TouchSpecialThing
+//
+void
+P_TouchSpecialThing
+( mobj_t* special,
+ mobj_t* toucher )
+{
+ player_t* player;
+ int i;
+ fixed_t delta;
+ int sound;
+
+ delta = special->z - toucher->z;
+
+ if (delta > toucher->height
+ || delta < -8*FRACUNIT)
+ {
+ // out of reach
+ return;
+ }
+
+
+ sound = sfx_itemup;
+ player = toucher->player;
+
+ // Dead thing touching.
+ // Can happen with a sliding player corpse.
+ if (toucher->health <= 0)
+ return;
+
+ // Identify by sprite.
+ switch (special->sprite)
+ {
+ // armor
+ case SPR_ARM1:
+ if (!P_GiveArmor (player, 1))
+ return;
+ player->message = GOTARMOR;
+ break;
+
+ case SPR_ARM2:
+ if (!P_GiveArmor (player, 2))
+ return;
+ player->message = GOTMEGA;
+ 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;
+ break;
+
+ 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);
+ }
+
+}
+