mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-04-25 02:52:12 +00:00
1277 lines
24 KiB
C++
1277 lines
24 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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// Data.
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#include "doomdef.h"
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#include "dstrings.h"
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#include "sounds.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "am_map.h"
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#include "p_local.h"
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#include "s_sound.h"
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#ifdef __GNUG__
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#pragma implementation "p_inter.h"
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#endif
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#include "p_inter.h"
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#include "Main.h"
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#include "sys/sys_signin.h"
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#include "../../neo/d3xp/Game_local.h"
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// a weapon is found with two clip loads,
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// a big item has five clip loads
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const int maxammo[NUMAMMO] = {200, 50, 300, 50};
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const int clipammo[NUMAMMO] = {10, 4, 20, 1};
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//
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// GET STUFF
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//
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//
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// P_GiveAmmo
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// Num is the number of clip loads,
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// not the individual count (0= 1/2 clip).
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// Returns false if the ammo can't be picked up at all
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//
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qboolean
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P_GiveAmmo
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( player_t* player,
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ammotype_t ammo,
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int num )
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{
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int oldammo;
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if( ammo == am_noammo )
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{
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return false;
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}
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if( ammo < 0 || ammo > NUMAMMO )
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{
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I_Error( "P_GiveAmmo: bad type %i", ammo );
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}
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if( player->ammo[ammo] == player->maxammo[ammo] )
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{
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return false;
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}
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if( num )
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{
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num *= clipammo[ammo];
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}
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else
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{
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num = clipammo[ammo] / 2;
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}
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if( ::g->gameskill == sk_baby
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|| ::g->gameskill == sk_nightmare )
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{
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// give double ammo in trainer mode,
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// you'll need in nightmare
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num <<= 1;
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}
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oldammo = player->ammo[ammo];
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player->ammo[ammo] += num;
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if( player->ammo[ammo] > player->maxammo[ammo] )
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{
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player->ammo[ammo] = player->maxammo[ammo];
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}
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// If non zero ammo,
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// don't change up weapons,
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// player was lower on purpose.
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if( oldammo )
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{
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return true;
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}
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// We were down to zero,
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// so select a new weapon.
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// Preferences are not user selectable.
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switch( ammo )
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{
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case am_clip:
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if( player->readyweapon == wp_fist )
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{
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if( player->weaponowned[wp_chaingun] )
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{
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player->pendingweapon = wp_chaingun;
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}
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else
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{
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player->pendingweapon = wp_pistol;
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}
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}
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break;
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case am_shell:
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if( player->readyweapon == wp_fist
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|| player->readyweapon == wp_pistol )
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{
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if( player->weaponowned[wp_shotgun] )
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{
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player->pendingweapon = wp_shotgun;
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}
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}
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break;
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case am_cell:
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if( player->readyweapon == wp_fist
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|| player->readyweapon == wp_pistol )
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{
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if( player->weaponowned[wp_plasma] )
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{
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player->pendingweapon = wp_plasma;
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}
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}
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break;
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case am_misl:
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if( player->readyweapon == wp_fist )
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{
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if( player->weaponowned[wp_missile] )
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{
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player->pendingweapon = wp_missile;
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}
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}
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default:
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break;
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}
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return true;
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}
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//
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// P_GiveWeapon
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// The weapon name may have a MF_DROPPED flag ored in.
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//
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qboolean
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P_GiveWeapon
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( player_t* player,
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weapontype_t weapon,
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qboolean dropped )
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{
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qboolean gaveammo;
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qboolean gaveweapon;
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if( ::g->netgame
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&& ( ::g->deathmatch != 2 )
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&& !dropped )
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{
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// leave placed weapons forever on net games
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if( player->weaponowned[weapon] )
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{
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return false;
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}
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player->bonuscount += BONUSADD;
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player->weaponowned[weapon] = true;
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if( ::g->deathmatch )
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{
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P_GiveAmmo( player, weaponinfo[weapon].ammo, 5 );
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}
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else
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{
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P_GiveAmmo( player, weaponinfo[weapon].ammo, 2 );
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}
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player->pendingweapon = weapon;
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if( player == &::g->players[::g->consoleplayer] )
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{
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S_StartSound( player->mo, sfx_wpnup );
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}
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return false;
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}
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if( weaponinfo[weapon].ammo != am_noammo )
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{
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// give one clip with a dropped weapon,
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// two clips with a found weapon
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if( dropped )
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{
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gaveammo = P_GiveAmmo( player, weaponinfo[weapon].ammo, 1 );
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}
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else
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{
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gaveammo = P_GiveAmmo( player, weaponinfo[weapon].ammo, 2 );
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}
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}
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else
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{
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gaveammo = false;
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}
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if( player->weaponowned[weapon] )
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{
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gaveweapon = false;
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}
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else
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{
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gaveweapon = true;
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player->weaponowned[weapon] = true;
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player->pendingweapon = weapon;
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}
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return ( gaveweapon || gaveammo );
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}
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//
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// P_GiveBody
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// Returns false if the body isn't needed at all
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//
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qboolean
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P_GiveBody
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( player_t* player,
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int num )
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{
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if( player->health >= MAXHEALTH )
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{
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return false;
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}
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player->health += num;
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if( player->health > MAXHEALTH )
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{
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player->health = MAXHEALTH;
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}
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player->mo->health = player->health;
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return true;
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}
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//
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// P_GiveArmor
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// Returns false if the armor is worse
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// than the current armor.
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//
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qboolean
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P_GiveArmor
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( player_t* player,
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int armortype )
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{
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int hits;
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hits = armortype * 100;
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if( player->armorpoints >= hits )
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{
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return false; // don't pick up
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}
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player->armortype = armortype;
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player->armorpoints = hits;
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return true;
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}
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//
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// P_GiveCard
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//
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void P_GiveCard( player_t* player, card_t card, const char* pickup_message )
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{
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if( ( ::g->demoplayback && ::g->netgame ) || common->IsMultiplayer() )
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{
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for( int i = 0; i < MAXPLAYERS; i++ )
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{
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if( ::g->playeringame[i] )
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{
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player_t* thePlayer = &::g->players[i];
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if( thePlayer->cards[card] )
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{
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continue;
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}
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thePlayer->bonuscount = BONUSADD;
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thePlayer->message = pickup_message;
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thePlayer->cards[card] = 1;
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}
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}
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}
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else
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{
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if( player->cards[card] )
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{
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return;
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}
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player->bonuscount = BONUSADD;
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player->message = pickup_message;
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player->cards[card] = 1;
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}
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}
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//
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// P_GivePower
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//
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qboolean
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P_GivePower
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( player_t* player,
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int /*powertype_t*/ power )
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{
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if( power == pw_invulnerability )
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{
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player->powers[power] = INVULNTICS;
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return true;
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}
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if( power == pw_invisibility )
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{
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player->powers[power] = INVISTICS;
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player->mo->flags |= MF_SHADOW;
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return true;
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}
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if( power == pw_infrared )
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{
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player->powers[power] = INFRATICS;
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return true;
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}
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if( power == pw_ironfeet )
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{
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player->powers[power] = IRONTICS;
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return true;
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}
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if( power == pw_strength )
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{
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P_GiveBody( player, 100 );
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player->powers[power] = 1;
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return true;
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}
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if( player->powers[power] )
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{
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return false; // already got it
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}
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player->powers[power] = 1;
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return true;
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}
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//
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// P_TouchSpecialThing
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//
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void
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P_TouchSpecialThing
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( mobj_t* special,
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mobj_t* toucher )
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{
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player_t* player;
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int i;
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fixed_t delta;
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int sound;
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delta = special->z - toucher->z;
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if( delta > toucher->height
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|| delta < -8 * FRACUNIT )
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{
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// out of reach
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return;
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}
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sound = sfx_itemup;
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player = toucher->player;
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// Dead thing touching.
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// Can happen with a sliding player corpse.
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if( toucher->health <= 0 )
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{
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return;
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}
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// Identify by sprite.
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switch( special->sprite )
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{
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// armor
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case SPR_ARM1:
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if( !P_GiveArmor( player, 1 ) )
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{
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return;
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}
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player->message = GOTARMOR;
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break;
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case SPR_ARM2:
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if( !P_GiveArmor( player, 2 ) )
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{
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return;
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}
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player->message = GOTMEGA;
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break;
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// bonus items
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case SPR_BON1:
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player->health++; // can go over 100%
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if( player->health > 200 )
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{
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player->health = 200;
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}
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player->mo->health = player->health;
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player->message = GOTHTHBONUS;
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break;
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case SPR_BON2:
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player->armorpoints++; // can go over 100%
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if( player->armorpoints > 200 )
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{
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player->armorpoints = 200;
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}
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if( !player->armortype )
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{
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player->armortype = 1;
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}
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player->message = GOTARMBONUS;
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break;
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case SPR_SOUL:
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player->health += 100;
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if( player->health > 200 )
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{
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player->health = 200;
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}
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player->mo->health = player->health;
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player->message = GOTSUPER;
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sound = sfx_getpow;
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break;
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case SPR_MEGA:
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if( ::g->gamemode != commercial )
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{
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return;
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}
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player->health = 200;
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player->mo->health = player->health;
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P_GiveArmor( player, 2 );
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player->message = GOTMSPHERE;
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sound = sfx_getpow;
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break;
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// cards
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// leave cards for everyone
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case SPR_BKEY:
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//if (!player->cards[it_bluecard])
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//player->message = GOTBLUECARD;
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P_GiveCard( player, it_bluecard, GOTBLUECARD );
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if( !::g->netgame )
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{
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break;
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}
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return;
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case SPR_YKEY:
|
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//if (!player->cards[it_yellowcard])
|
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//player->message = GOTYELWCARD;
|
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P_GiveCard( player, it_yellowcard, GOTYELWCARD );
|
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if( !::g->netgame )
|
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{
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break;
|
|
}
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return;
|
|
|
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case SPR_RKEY:
|
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//if (!player->cards[it_redcard])
|
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//player->message = GOTREDCARD;
|
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P_GiveCard( player, it_redcard, GOTREDCARD );
|
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if( !::g->netgame )
|
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{
|
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break;
|
|
}
|
|
return;
|
|
|
|
case SPR_BSKU:
|
|
//if (!player->cards[it_blueskull])
|
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//player->message = GOTBLUESKUL;
|
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P_GiveCard( player, it_blueskull, GOTBLUESKUL );
|
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if( !::g->netgame )
|
|
{
|
|
break;
|
|
}
|
|
return;
|
|
|
|
case SPR_YSKU:
|
|
//if (!player->cards[it_yellowskull])
|
|
//player->message = GOTYELWSKUL;
|
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P_GiveCard( player, it_yellowskull, GOTYELWSKUL );
|
|
if( !::g->netgame )
|
|
{
|
|
break;
|
|
}
|
|
return;
|
|
|
|
case SPR_RSKU:
|
|
//if (!player->cards[it_redskull])
|
|
//player->message = GOTREDSKULL;
|
|
P_GiveCard( player, it_redskull, GOTREDSKULL );
|
|
if( !::g->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, ( ammotype_t )i, 1 );
|
|
}
|
|
player->message = GOTBACKPACK;
|
|
break;
|
|
|
|
// weapons
|
|
case SPR_BFUG:
|
|
if( !P_GiveWeapon( player, wp_bfg, false ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// DHM - Nerve :: Give achievement
|
|
if( !common->IsMultiplayer() )
|
|
{
|
|
switch( DoomLib::GetGameSKU() )
|
|
{
|
|
case GAME_SKU_DOOM2_BFG:
|
|
{
|
|
idAchievementManager::LocalUser_CompleteAchievement( ACHIEVEMENT_DOOM2_REALLY_BIG_GUN_FIND_BFG_SINGLEPLAYER );
|
|
}
|
|
default:
|
|
{
|
|
// No unlocks for other SKUs.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
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 == &::g->players[::g->consoleplayer] )
|
|
{
|
|
S_StartSound( player->mo, sound );
|
|
}
|
|
}
|
|
|
|
//
|
|
// IsOnlineDeathmatchWithLocalProfile
|
|
//
|
|
// Helper to simplify the online frag stat tracking. Returns the
|
|
// master user's profile if successful, NULL if not.
|
|
//
|
|
idPlayerProfile* IsOnlineDeathmatchWithLocalProfile()
|
|
{
|
|
if( !MatchTypeIsOnline( session->GetGameLobbyBase().GetMatchParms().matchFlags ) )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if( !::g )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
if( !::g->deathmatch )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
// Assume that the master local user is the one playing.
|
|
idLocalUser* user = session->GetSignInManager().GetMasterLocalUser();
|
|
if( user == NULL )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
idPlayerProfile* profile = user->GetProfile();
|
|
|
|
if( profile == NULL )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
return profile;
|
|
}
|
|
|
|
//
|
|
// 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 -::g->players]++;
|
|
|
|
// Keep track of the local player's total frags for trophy awards.
|
|
|
|
// Make sure the killing player is the local player
|
|
if( source->player == &( ::g->players[::g->consoleplayer] ) )
|
|
{
|
|
// Make sure this is an online game.
|
|
// TODO: PC
|
|
}
|
|
}
|
|
|
|
// DHM - Nerve :: Check for killing cyberdemon with fists achievement
|
|
// JAF TROPHY int port = gameLocal->GetPortForPlayer( DoomLib::GetPlayer() );
|
|
|
|
if( source->player->readyweapon == wp_fist && target->type == MT_CYBORG && !common->IsMultiplayer() )
|
|
{
|
|
switch( DoomLib::GetGameSKU() )
|
|
{
|
|
case GAME_SKU_DOOM2_BFG:
|
|
{
|
|
// Removing trophies for DOOM and DOOM II BFG due to point limit.
|
|
//gameLocal->UnlockAchievement( Doom2BFG_Trophies::YOU_HAVE_HUGE_GUTS_KILL_CYBERDEMON_WITH_FISTS );
|
|
break;
|
|
}
|
|
case GAME_SKU_DCC:
|
|
{
|
|
// Not for PC.
|
|
//session->GetAchievementSystem().AchievementUnlock( session->GetSignInManager().GetMasterLocalUser(), DOOM_ACHIEVEMENT_KILL_CYBER_DEMON_WITH_FISTS );
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// No unlocks for other SKUs.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// DHM - Nerve :: Chainsaw kills
|
|
if( source->player->readyweapon == wp_chainsaw && !common->IsMultiplayer() )
|
|
{
|
|
source->player->chainsawKills++;
|
|
if( source->player->chainsawKills == 20 )
|
|
{
|
|
switch( DoomLib::GetGameSKU() )
|
|
{
|
|
case GAME_SKU_DOOM2_BFG:
|
|
{
|
|
// Removing trophies for DOOM and DOOM II BFG due to point limit.
|
|
//gameLocal->UnlockAchievement( Doom2BFG_Trophies::GREAT_COMMUNICATOR_20_CHAINSAW_KILLS );
|
|
break;
|
|
}
|
|
case GAME_SKU_DCC:
|
|
{
|
|
// Not for PC.
|
|
//gameLocal->UnlockAchievement( DOOM_ACHIEVEMENT_20KILLS_CHAINSAW );
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// No unlocks for other SKUs.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// DHM - Nerve :: Berserker kills
|
|
if( source->player->readyweapon == wp_fist && source->player->powers[pw_strength] && !common->IsMultiplayer() )
|
|
{
|
|
source->player->berserkKills++;
|
|
idLib::Printf( "Player has %d berserk kills\n", source->player->berserkKills );
|
|
if( source->player->berserkKills == 20 )
|
|
{
|
|
switch( DoomLib::GetGameSKU() )
|
|
{
|
|
case GAME_SKU_DOOM2_BFG:
|
|
{
|
|
// Removing trophies for DOOM and DOOM II BFG due to point limit.
|
|
//gameLocal->UnlockAchievement( Doom2BFG_Trophies::MAN_AND_A_HALF_20_BERSERK_KILLS );
|
|
break;
|
|
}
|
|
case GAME_SKU_DCC:
|
|
{
|
|
// Not for PC.
|
|
//gameLocal->UnlockAchievement( DOOM_ACHIEVEMENT_20KILLS_BERSERKER );
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
// No unlocks for other SKUs.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( !::g->netgame && ( target->flags & MF_COUNTKILL ) )
|
|
{
|
|
// count all monster deaths,
|
|
// even those caused by other monsters
|
|
::g->players[0].killcount++;
|
|
}
|
|
|
|
if( target->player )
|
|
{
|
|
// count environment kills against you
|
|
if( !source )
|
|
{
|
|
target->player->frags[target->player -::g->players]++;
|
|
}
|
|
|
|
target->flags &= ~MF_SOLID;
|
|
target->player->playerstate = PST_DEAD;
|
|
P_DropWeapon( target->player );
|
|
|
|
if( target->player == &::g->players[::g->consoleplayer]
|
|
&& ::g->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, ( statenum_t )target->info->xdeathstate );
|
|
}
|
|
else
|
|
{
|
|
P_SetMobjState( target, ( statenum_t )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 ::g->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 && ::g->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;
|
|
}
|
|
|
|
float baseShake_High = 0.5f;
|
|
int baseShake_High_Dur = 100;
|
|
float baseShake_Low = 0.5f;
|
|
int baseShake_Low_Dur = 100;
|
|
int damageClamp = Min( damage, 100 );
|
|
float damageFloat = std::min( ( float )damageClamp / 100.0f, 100.0f );
|
|
float additional = 0.5f * damageFloat;
|
|
int additional_time = 500.0f * damageFloat;
|
|
|
|
if( ::g->plyr == player )
|
|
{
|
|
}
|
|
|
|
|
|
// 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;
|
|
}
|
|
|
|
// 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, ( statenum_t )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 == &::g->states[target->info->spawnstate]
|
|
&& target->info->seestate != S_NULL )
|
|
{
|
|
P_SetMobjState( target, ( statenum_t )target->info->seestate );
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|