// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 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. // // DESCRIPTION: // Handling interactions (i.e., collisions). // //----------------------------------------------------------------------------- // Data. #include "doomdef.h" #include "dstrings.h" #include "sounds.h" #include "deh_main.h" #include "deh_misc.h" #include "doomstat.h" #include "m_random.h" #include "i_system.h" #include "am_map.h" #include "p_local.h" #include "s_sound.h" #include "p_inter.h" #define BONUSADD 6 // a weapon is found with two clip loads, // a big item has five clip loads // villsa [STRIFE] updated arrays int maxammo[NUMAMMO] = { 250, 50, 25, 400, 100, 30, 16 }; int clipammo[NUMAMMO] = { 10, 4, 2, 20, 4, 6, 4 }; // // 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 > 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. // villsa [STRIFE] ammo update // [STRIFE] TODO - where's the check for grenades? switch(ammo && !player->readyweapon) { case am_bullets: if(player->weaponowned[wp_rifle]) player->pendingweapon = wp_rifle; break; case am_elecbolts: case am_poisonbolts: if(player->weaponowned[wp_elecbow]) player->pendingweapon = wp_elecbow; break; case am_cell: if(player->weaponowned[wp_mauler]) player->pendingweapon = wp_mauler; break; case am_missiles: if(player->weaponowned[wp_missile]) player->pendingweapon = wp_missile; break; default: break; } return true; } // // P_GiveWeapon // The weapon name may have a MF_DROPPED flag ored in. // // villsa [STRIFE] some stuff has been changed/moved around // boolean P_GiveWeapon(player_t* player, weapontype_t weapon, boolean dropped) { boolean gaveammo; boolean gaveweapon; // villsa [STRIFE] new code for giving alternate version // of the weapon to player if(player->weaponowned[weapon]) gaveweapon = false; else { gaveweapon = true; player->weaponowned[weapon] = true; switch(weapon) { case wp_elecbow: player->weaponowned[wp_poisonbow] = true; break; case wp_hegrenade: player->weaponowned[wp_wpgrenade] = true; break; case wp_mauler: player->weaponowned[wp_torpedo] = true; break; } // check for the standard weapons only if(weapon > player->readyweapon && weapon <= wp_sigil) player->pendingweapon = weapon; } if(netgame && (deathmatch != 2) && !dropped) { // leave placed weapons forever on net games if(!gaveweapon) 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); 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; return(gaveweapon || gaveammo); } // // P_GiveBody // Returns false if the body isn't needed at all // // villsa [STRIFE] a lot of changes has been added for stamina // boolean P_GiveBody(player_t* player, int num) { int health; if(num >= 0) { health = player->stamina + MAXHEALTH; if(health <= player->health) return false; player->health += num; if(health < player->health + num) player->health = health; player->mo->health = player->health; } // [STRIFE] handle healing from the front's medic else { health = (-num * (player->stamina + MAXHEALTH)) / MAXHEALTH; if(health <= player->health) return false; player->health = 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; // villsa [STRIFE] if(armortype < 0) { if(player->armorpoints) return false; armortype = -armortype; } hits = armortype * 100; if(player->armorpoints >= hits) return false; // don't pick up player->armortype = armortype; player->armorpoints = hits; return true; } // // P_GiveCard // boolean P_GiveCard(player_t* player, card_t card) { if (player->cards[card]) return false; // villsa [STRIFE] multiply by 2 player->bonuscount = BONUSADD * 2; player->cards[card] = 1; return true; } // // P_GivePower // boolean P_GivePower(player_t* player, powertype_t power) { // villsa [STRIFE] if(power == pw_targeter) { player->powers[power] = TARGTICS; P_SetPsprite(player, ps_targcenter, S_TRGT_00); // 10 P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11 P_SetPsprite(player, ps_targright, S_TRGT_02); // 12 player->psprites[ps_targcenter].sx = (160*FRACUNIT); player->psprites[ps_targleft].sy = (100*FRACUNIT); player->psprites[ps_targcenter].sy = (100*FRACUNIT); player->psprites[ps_targright].sy = (100*FRACUNIT); return true; } if(power == pw_invisibility) { player->powers[power] = INVISTICS; player->mo->flags |= MF_SHADOW; 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; } // villsa [STRIFE] if(power == pw_allmap) { if(gamemap < 40) player->mapstate[gamemap] = 1; player->powers[power] = 1; return true; } // villsa [STRIFE] if(power == pw_communicator) { player->powers[power] = 1; return true; } if(player->powers[power]) return false; // already got it player->powers[power] = 1; return true; } // villsa [STRIFE] static char pickupmsg[80]; // // 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) return; // out of reach sound = sfx_itemup; player = toucher->player; // Dead thing touching. // Can happen with a sliding player corpse. if (toucher->health <= 0) return; // villsa [STRIFE] pickupmsg[0] = 0; // Identify by sprite. // villsa [STRIFE] new items switch(special->sprite) { // bullets case SPR_BLIT: if(!P_GiveAmmo(player, am_bullets, 1)) return; break; // box of bullets case SPR_BBOX: if(!P_GiveAmmo(player, am_bullets, 5)) return; break; // missile case SPR_ROKT: if(!P_GiveAmmo(player, am_missiles, 1)) return; break; // box of missiles case SPR_MSSL: if(!P_GiveAmmo(player, am_missiles, 5)) return; break; // battery case SPR_BRY1: if(!P_GiveAmmo(player, am_cell, 1)) return; break; // cell pack case SPR_CPAC: if(!P_GiveAmmo(player, am_cell, 5)) return; break; // poison bolts case SPR_PQRL: if(!P_GiveAmmo(player, am_poisonbolts, 5)) return; break; // electric bolts case SPR_XQRL: if(!P_GiveAmmo(player, am_elecbolts, 5)) return; break; // he grenades case SPR_GRN1: if(!P_GiveAmmo(player, am_hegrenades, 1)) return; break; // wp grenades case SPR_GRN2: if(!P_GiveAmmo(player, am_wpgrenades, 1)) return; break; // rifle case SPR_RIFL: if(!P_GiveWeapon(player, wp_rifle, special->flags&MF_DROPPED)) return; break; // flame thrower case SPR_FLAM: if(!P_GiveWeapon(player, wp_flame, false)) return; break; // missile launcher case SPR_MMSL: if(!P_GiveWeapon(player, wp_missile, false)) return; break; // missile launcher case SPR_GRND: if(!P_GiveWeapon(player, wp_hegrenade, special->flags&MF_DROPPED)) return; break; // mauler case SPR_TRPD: if(!P_GiveWeapon(player, wp_mauler, false)) return; break; // crossbow case SPR_CBOW: if(!P_GiveWeapon(player, wp_elecbow, special->flags&MF_DROPPED)) return; break; // backpack case SPR_BKPK: 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); break; case SPR_COIN: P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_CRED: for(i = 0; i < 10; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_SACK: for(i = 0; i < 25; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_CHST: for(i = 0; i < 50; i++) P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1); break; case SPR_ARM1: if(!P_GiveArmor(player, -2)) if(!P_GiveInventoryItem(player, special->sprite, special->type)) pickupmsg[0] = '!'; break; case SPR_ARM2: if(!P_GiveArmor(player, -1)) if(!P_GiveInventoryItem(player, special->sprite, special->type)) pickupmsg[0] = '!'; break; case SPR_PMAP: if(!P_GivePower(player, pw_allmap)) return; sound = sfx_yeah; break; case SPR_COMM: if(!P_GivePower(player, pw_communicator)) return; sound = sfx_yeah; break; // villsa [STRIFE] check default items case SPR_TOKN: default: if(special->type >= MT_KEY_BASE && special->type <= MT_NEWKEY5) { if(!P_GiveCard(player, special->type - MT_KEY_BASE)) return; } else { if(!P_GiveInventoryItem(player, special->sprite, special->type)) pickupmsg[0] = '!'; } } // villsa [STRIFE] set message if(!pickupmsg[0]) { if(special->info->name) sprintf(pickupmsg, "You picked up the %s.", special->info->name); else sprintf(pickupmsg, "You picked up the item."); } // use the first character to indicate that the player is full on items else if(pickupmsg[0] == '!') { sprintf(pickupmsg, "You cannot hold any more."); player->message = pickupmsg; return; } if(special->flags & MF_GIVEQUEST) { // [STRIFE] TODO - verify this. Seems that questflag isn't // applied if the special's speed is equal to 8 or if // the player has recieved the SLIDESHOW token if(special->info->speed != 8 || !(player->questflags & 32)) player->questflags |= 1 << (special->info->speed - 1); } // haleyjd 08/30/10: [STRIFE] No itemcount //if (special->flags & MF_COUNTITEM) // player->itemcount++; P_RemoveMobj(special); player->message = pickupmsg; 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; // villsa [STRIFE] MF_SPECIAL is added in the check target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_BOUNCE|MF_SPECIAL); // villsa [STRIFE] unused /*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); // In Chex Quest, monsters don't drop items. if (gameversion == exe_chex) { return; } // Drop stuff. // This determines the kind of object spawned // during the death frame of a thing. switch (target->type) { // villsa [STRIFE] TODO - fix me /*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; // villsa [STRIFE] unused /*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*/)) // villsa [STRIFE] unused { 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. // villsa [STRIFE] removed pw_invulnerability check if(damage < 1000 && (player->cheats & CF_GODMODE)) 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)*/ ) // villsa [STRIFE] unused flag { target->flags |= MF_JUSTHIT; // fight back! P_SetMobjState (target, target->info->painstate); } target->reactiontime = 0; // we're awake now... // villsa [STRIFE] TODO - update to strife version 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); } }