heretic/Heretic Source/P_INTER.C

1474 lines
33 KiB
C

// P_inter.c
#include "DoomDef.h"
#include "P_local.h"
#include "soundst.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
};
static 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, TXT_ITEMHEALTH, false);
break;
case SPR_SHLD: // Item_Shield1
if(!P_GiveArmor(player, 1))
{
return;
}
P_SetMessage(player, TXT_ITEMSHIELD1, false);
break;
case SPR_SHD2: // Item_Shield2
if(!P_GiveArmor(player, 2))
{
return;
}
P_SetMessage(player, 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, TXT_ITEMBAGOFHOLDING, false);
break;
case SPR_SPMP: // Item_SuperMap
if(!P_GivePower(player, pw_allmap))
{
return;
}
P_SetMessage(player, TXT_ITEMSUPERMAP, false);
break;
// Keys
case SPR_BKYY: // Key_Blue
if(!player->keys[key_blue])
{
P_SetMessage(player, 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, 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, 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, TXT_ARTIHEALTH, false);
P_SetDormantArtifact(special);
}
return;
case SPR_SOAR: // Arti_Fly
if(P_GiveArtifact(player, arti_fly, special))
{
P_SetMessage(player, TXT_ARTIFLY, false);
P_SetDormantArtifact(special);
}
return;
case SPR_INVU: // Arti_Invulnerability
if(P_GiveArtifact(player, arti_invulnerability, special))
{
P_SetMessage(player, TXT_ARTIINVULNERABILITY, false);
P_SetDormantArtifact(special);
}
return;
case SPR_PWBK: // Arti_TomeOfPower
if(P_GiveArtifact(player, arti_tomeofpower, special))
{
P_SetMessage(player, TXT_ARTITOMEOFPOWER, false);
P_SetDormantArtifact(special);
}
return;
case SPR_INVS: // Arti_Invisibility
if(P_GiveArtifact(player, arti_invisibility, special))
{
P_SetMessage(player, TXT_ARTIINVISIBILITY, false);
P_SetDormantArtifact(special);
}
return;
case SPR_EGGC: // Arti_Egg
if(P_GiveArtifact(player, arti_egg, special))
{
P_SetMessage(player, TXT_ARTIEGG, false);
P_SetDormantArtifact(special);
}
return;
case SPR_SPHL: // Arti_SuperHealth
if(P_GiveArtifact(player, arti_superhealth, special))
{
P_SetMessage(player, TXT_ARTISUPERHEALTH, false);
P_SetDormantArtifact(special);
}
return;
case SPR_TRCH: // Arti_Torch
if(P_GiveArtifact(player, arti_torch, special))
{
P_SetMessage(player, TXT_ARTITORCH, false);
P_SetDormantArtifact(special);
}
return;
case SPR_FBMB: // Arti_FireBomb
if(P_GiveArtifact(player, arti_firebomb, special))
{
P_SetMessage(player, TXT_ARTIFIREBOMB, false);
P_SetDormantArtifact(special);
}
return;
case SPR_ATLP: // Arti_Teleport
if(P_GiveArtifact(player, arti_teleport, special))
{
P_SetMessage(player, 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, TXT_AMMOGOLDWAND1, false);
break;
case SPR_AMG2: // Ammo_GoldWandHefty
if(!P_GiveAmmo(player, am_goldwand, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOGOLDWAND2, false);
break;
case SPR_AMM1: // Ammo_MaceWimpy
if(!P_GiveAmmo(player, am_mace, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOMACE1, false);
break;
case SPR_AMM2: // Ammo_MaceHefty
if(!P_GiveAmmo(player, am_mace, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOMACE2, false);
break;
case SPR_AMC1: // Ammo_CrossbowWimpy
if(!P_GiveAmmo(player, am_crossbow, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOCROSSBOW1, false);
break;
case SPR_AMC2: // Ammo_CrossbowHefty
if(!P_GiveAmmo(player, am_crossbow, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOCROSSBOW2, false);
break;
case SPR_AMB1: // Ammo_BlasterWimpy
if(!P_GiveAmmo(player, am_blaster, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOBLASTER1, false);
break;
case SPR_AMB2: // Ammo_BlasterHefty
if(!P_GiveAmmo(player, am_blaster, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOBLASTER2, false);
break;
case SPR_AMS1: // Ammo_SkullRodWimpy
if(!P_GiveAmmo(player, am_skullrod, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOSKULLROD1, false);
break;
case SPR_AMS2: // Ammo_SkullRodHefty
if(!P_GiveAmmo(player, am_skullrod, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOSKULLROD2, false);
break;
case SPR_AMP1: // Ammo_PhoenixRodWimpy
if(!P_GiveAmmo(player, am_phoenixrod, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOPHOENIXROD1, false);
break;
case SPR_AMP2: // Ammo_PhoenixRodHefty
if(!P_GiveAmmo(player, am_phoenixrod, special->health))
{
return;
}
P_SetMessage(player, TXT_AMMOPHOENIXROD2, false);
break;
// Weapons
case SPR_WMCE: // Weapon_Mace
if(!P_GiveWeapon(player, wp_mace))
{
return;
}
P_SetMessage(player, TXT_WPNMACE, false);
sound = sfx_wpnup;
break;
case SPR_WBOW: // Weapon_Crossbow
if(!P_GiveWeapon(player, wp_crossbow))
{
return;
}
P_SetMessage(player, TXT_WPNCROSSBOW, false);
sound = sfx_wpnup;
break;
case SPR_WBLS: // Weapon_Blaster
if(!P_GiveWeapon(player, wp_blaster))
{
return;
}
P_SetMessage(player, TXT_WPNBLASTER, false);
sound = sfx_wpnup;
break;
case SPR_WSKL: // Weapon_SkullRod
if(!P_GiveWeapon(player, wp_skullrod))
{
return;
}
P_SetMessage(player, TXT_WPNSKULLROD, false);
sound = sfx_wpnup;
break;
case SPR_WPHX: // Weapon_PhoenixRod
if(!P_GiveWeapon(player, wp_phoenixrod))
{
return;
}
P_SetMessage(player, TXT_WPNPHOENIXROD, false);
sound = sfx_wpnup;
break;
case SPR_WGNT: // Weapon_Gauntlets
if(!P_GiveWeapon(player, wp_gauntlets))
{
return;
}
P_SetMessage(player, 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-TICSPERSEC)
&& !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 = superCount = 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);
}
}
}