gzdoom-gles/src/p_interaction.cpp
Christoph Oelckers 2a6fafa15e - don't let P_DamageMobj return negative values.
This serves no purpose, there's not a single place in the code which checks for it, but if that negative values goes unchecked to functions that expect an actually meaningful value for damage inflicted, some bad results can happen. If no damage is inflicted, a proper 0 needs to be returned so that the value can actually be worked with. The return value was a ZDoom invention, it is completely unclear why -1 was chosen if some kind of protection rendered the damage ineffective.
2017-01-21 13:12:34 +01:00

1938 lines
50 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------
// Data.
#include "doomdef.h"
#include "gstrings.h"
#include "doomstat.h"
#include "m_random.h"
#include "i_system.h"
#include "announcer.h"
#include "am_map.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_acs.h"
#include "b_bot.h" //Added by MC:
#include "d_player.h"
#include "a_sharedglobal.h"
#include "a_pickups.h"
#include "gi.h"
#include "templates.h"
#include "sbar.h"
#include "s_sound.h"
#include "g_level.h"
#include "d_net.h"
#include "d_netinf.h"
#include "a_morph.h"
#include "virtual.h"
#include "g_levellocals.h"
static FRandom pr_obituary ("Obituary");
static FRandom pr_botrespawn ("BotRespawn");
static FRandom pr_killmobj ("ActorDie");
FRandom pr_damagemobj ("ActorTakeDamage");
static FRandom pr_lightning ("LightningDamage");
static FRandom pr_poison ("PoisonDamage");
static FRandom pr_switcher ("SwitchTarget");
static FRandom pr_kickbackdir ("KickbackDir");
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
EXTERN_CVAR (Bool, show_obituaries)
FName MeansOfDeath;
//
// GET STUFF
//
//
// P_TouchSpecialThing
//
void P_TouchSpecialThing (AActor *special, AActor *toucher)
{
double delta = special->Z() - toucher->Z();
// The pickup is at or above the toucher's feet OR
// The pickup is below the toucher.
if (delta > toucher->Height || delta < MIN(-32., -special->Height))
{ // out of reach
return;
}
// Dead thing touching.
// Can happen with a sliding player corpse.
if (toucher->health <= 0)
return;
//Added by MC: Finished with this destination.
if (toucher->player != NULL && toucher->player->Bot != NULL && special == toucher->player->Bot->dest)
{
toucher->player->Bot->prev = toucher->player->Bot->dest;
toucher->player->Bot->dest = NULL;
}
special->CallTouch (toucher);
}
// [RH]
// SexMessage: Replace parts of strings with gender-specific pronouns
//
// The following expansions are performed:
// %g -> he/she/it
// %h -> him/her/it
// %p -> his/her/its
// %o -> other (victim)
// %k -> killer
//
void SexMessage (const char *from, char *to, int gender, const char *victim, const char *killer)
{
static const char *genderstuff[3][3] =
{
{ "he", "him", "his" },
{ "she", "her", "her" },
{ "it", "it", "its" }
};
static const int gendershift[3][3] =
{
{ 2, 3, 3 },
{ 3, 3, 3 },
{ 2, 2, 3 }
};
const char *subst = NULL;
do
{
if (*from != '%')
{
*to++ = *from;
}
else
{
int gendermsg = -1;
switch (from[1])
{
case 'g': gendermsg = 0; break;
case 'h': gendermsg = 1; break;
case 'p': gendermsg = 2; break;
case 'o': subst = victim; break;
case 'k': subst = killer; break;
}
if (subst != NULL)
{
size_t len = strlen (subst);
memcpy (to, subst, len);
to += len;
from++;
subst = NULL;
}
else if (gendermsg < 0)
{
*to++ = '%';
}
else
{
strcpy (to, genderstuff[gender][gendermsg]);
to += gendershift[gender][gendermsg];
from++;
}
}
} while (*from++);
}
// [RH]
// ClientObituary: Show a message when a player dies
//
void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags)
{
FName mod;
const char *message;
const char *messagename;
char gendermessage[1024];
int gender;
// No obituaries for non-players, voodoo dolls or when not wanted
if (self->player == NULL || self->player->mo != self || !show_obituaries)
return;
gender = self->player->userinfo.GetGender();
// Treat voodoo dolls as unknown deaths
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
MeansOfDeath = NAME_None;
mod = MeansOfDeath;
message = NULL;
messagename = NULL;
if (attacker == NULL || attacker->player != NULL)
{
if (mod == NAME_Telefrag)
{
if (AnnounceTelefrag (attacker, self))
return;
}
else
{
if (AnnounceKill (attacker, self))
return;
}
}
switch (mod)
{
case NAME_Suicide: messagename = "OB_SUICIDE"; break;
case NAME_Falling: messagename = "OB_FALLING"; break;
case NAME_Crush: messagename = "OB_CRUSH"; break;
case NAME_Exit: messagename = "OB_EXIT"; break;
case NAME_Drowning: messagename = "OB_WATER"; break;
case NAME_Slime: messagename = "OB_SLIME"; break;
case NAME_Fire: if (attacker == NULL) messagename = "OB_LAVA"; break;
}
// Check for being killed by a voodoo doll.
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
{
messagename = "OB_VOODOO";
}
if (messagename != NULL)
message = GStrings(messagename);
if (attacker != NULL && message == NULL)
{
if (attacker == self)
{
message = GStrings("OB_KILLEDSELF");
}
else if (attacker->player == NULL)
{
if (mod == NAME_Telefrag)
{
message = GStrings("OB_MONTELEFRAG");
}
else if (mod == NAME_Melee && attacker->GetClass()->HitObituary.IsNotEmpty())
{
message = attacker->GetClass()->HitObituary;
}
else if (attacker->GetClass()->Obituary.IsNotEmpty())
{
message = attacker->GetClass()->Obituary;
}
}
}
if (message == NULL && attacker != NULL && attacker->player != NULL)
{
if (self->player != attacker->player && self->IsTeammate(attacker))
{
self = attacker;
gender = self->player->userinfo.GetGender();
mysnprintf (gendermessage, countof(gendermessage), "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
message = GStrings(gendermessage);
}
else
{
if (mod == NAME_Telefrag) message = GStrings("OB_MPTELEFRAG");
if (message == NULL)
{
if (inflictor != NULL && inflictor->GetClass()->Obituary.IsNotEmpty())
{
message = inflictor->GetClass()->Obituary;
}
if (message == NULL && (dmgflags & DMG_PLAYERATTACK) && attacker->player->ReadyWeapon != NULL)
{
message = attacker->player->ReadyWeapon->GetClass()->Obituary;
}
if (message == NULL)
{
switch (mod)
{
case NAME_BFGSplash: messagename = "OB_MPBFG_SPLASH"; break;
case NAME_Railgun: messagename = "OB_RAILGUN"; break;
}
if (messagename != NULL)
message = GStrings(messagename);
}
if (message == NULL)
{
message = attacker->GetClass()->Obituary;
}
}
}
}
else attacker = self; // for the message creation
if (message != NULL && message[0] == '$')
{
message = GStrings[message+1];
}
if (message == NULL)
{
message = GStrings("OB_DEFAULT");
}
// [CK] Don't display empty strings
if (message == NULL || strlen(message) <= 0)
return;
SexMessage (message, gendermessage, gender,
self->player->userinfo.GetName(), attacker->player->userinfo.GetName());
Printf (PRINT_MEDIUM, "%s\n", gendermessage);
}
//
// KillMobj
//
EXTERN_CVAR (Int, fraglimit)
void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
{
// Handle possible unmorph on death
bool wasgibbed = (health < GetGibHealth());
AActor *realthis = NULL;
int realstyle = 0;
int realhealth = 0;
if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
{
if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
{
if (wasgibbed)
{
int realgibhealth = realthis->GetGibHealth();
if (realthis->health >= realgibhealth)
{
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
}
}
realthis->CallDie(source, inflictor, dmgflags);
}
return;
}
// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
effects &= ~FX_RESPAWNINVUL;
//flags &= ~MF_INVINCIBLE;
if (debugfile && this->player)
{
static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
int pnum = int(this->player-players);
dieticks[pnum] = gametic;
fprintf(debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
this->player->cheats&CF_PREDICTING ? "predicting" : "real");
}
// [RH] Notify this actor's items.
for (AInventory *item = Inventory; item != NULL; )
{
AInventory *next = item->Inventory;
IFVIRTUALPTR(item, AInventory, OwnerDied)
{
VMValue params[1] = { item };
GlobalVMStack.Call(func, params, 1, nullptr, 0);
}
item = next;
}
if (flags & MF_MISSILE)
{ // [RH] When missiles die, they just explode
P_ExplodeMissile (this, NULL, NULL);
return;
}
// [RH] Set the target to the thing that killed it. Strife apparently does this.
if (source != NULL)
{
target = source;
}
// [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type.
if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts))
{
FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true);
}
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
flags |= MF_DROPOFF;
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
{ // [RH] Only monsters get to be corpses.
// Objects with a raise state should get the flag as well so they can
// be revived by an Arch-Vile. Batman Doom needs this.
// [RC] And disable this if DONTCORPSE is set, of course.
if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE;
}
flags6 |= MF6_KILLED;
// [RH] Allow the death height to be overridden using metadata.
double metaheight = -1;
if (DamageType == NAME_Fire)
{
metaheight = GetClass()->BurnHeight;
}
if (metaheight < 0)
{
metaheight = GetClass()->DeathHeight;
}
if (metaheight < 0)
{
Height *= 0.25;
}
else
{
Height = MAX<double> (metaheight, 0);
}
// [RH] If the thing has a special, execute and remove it
// Note that the thing that killed it is considered
// the activator of the script.
// New: In Hexen, the thing that died is the activator,
// so now a level flag selects who the activator gets to be.
// Everything is now moved to P_ActivateThingSpecial().
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER))
&& !(activationtype & THINGSPEC_NoDeathSpecial))
{
P_ActivateThingSpecial(this, source, true);
}
if (CountsAsKill())
level.killed_monsters++;
if (source && source->player)
{
if (CountsAsKill())
{ // count for intermission
source->player->killcount++;
}
// Don't count any frags at level start, because they're just telefrags
// resulting from insufficient deathmatch starts, and it wouldn't be
// fair to count them toward a player's score.
if (player && level.maptime)
{
source->player->frags[player - players]++;
if (player == source->player) // [RH] Cumulative frag count
{
char buff[256];
player->fragcount--;
if (deathmatch && player->spreecount >= 5 && cl_showsprees)
{
SexMessage (GStrings("SPREEKILLSELF"), buff,
player->userinfo.GetGender(), player->userinfo.GetName(),
player->userinfo.GetName());
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
}
}
else
{
if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
player->fragcount--;
if (this->IsTeammate(source))
{
source->player->fragcount--;
}
else
{
++source->player->fragcount;
++source->player->spreecount;
}
if (source->player->morphTics)
{ // Make a super chicken
source->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
}
if (deathmatch && cl_showsprees)
{
const char *spreemsg;
char buff[256];
switch (source->player->spreecount)
{
case 5:
spreemsg = GStrings("SPREE5");
break;
case 10:
spreemsg = GStrings("SPREE10");
break;
case 15:
spreemsg = GStrings("SPREE15");
break;
case 20:
spreemsg = GStrings("SPREE20");
break;
case 25:
spreemsg = GStrings("SPREE25");
break;
default:
spreemsg = NULL;
break;
}
if (spreemsg == NULL && player->spreecount >= 5)
{
if (!AnnounceSpreeLoss (this))
{
SexMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(),
player->userinfo.GetName(), source->player->userinfo.GetName());
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
}
}
else if (spreemsg != NULL)
{
if (!AnnounceSpree (source))
{
SexMessage (spreemsg, buff, player->userinfo.GetGender(),
player->userinfo.GetName(), source->player->userinfo.GetName());
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
}
}
}
}
// [RH] Multikills
if (player != source->player)
{
source->player->multicount++;
if (source->player->lastkilltime > 0)
{
if (source->player->lastkilltime < level.time - 3*TICRATE)
{
source->player->multicount = 1;
}
if (deathmatch &&
source->CheckLocalView (consoleplayer) &&
cl_showmultikills)
{
const char *multimsg;
switch (source->player->multicount)
{
case 1:
multimsg = NULL;
break;
case 2:
multimsg = GStrings("MULTI2");
break;
case 3:
multimsg = GStrings("MULTI3");
break;
case 4:
multimsg = GStrings("MULTI4");
break;
default:
multimsg = GStrings("MULTI5");
break;
}
if (multimsg != NULL)
{
char buff[256];
if (!AnnounceMultikill (source))
{
SexMessage (multimsg, buff, player->userinfo.GetGender(),
player->userinfo.GetName(), source->player->userinfo.GetName());
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L'));
}
}
}
}
source->player->lastkilltime = level.time;
}
// [RH] Implement fraglimit
if (deathmatch && fraglimit &&
fraglimit <= D_GetFragCount (source->player))
{
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
G_ExitLevel (0, false);
}
}
}
else if (!multiplayer && CountsAsKill())
{
// count all monster deaths,
// even those caused by other monsters
players[0].killcount++;
}
if (player)
{
// [RH] Death messages
ClientObituary (this, inflictor, source, dmgflags);
// Death script execution, care of Skull Tag
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
// [RH] Force a delay between death and respawn
player->respawn_time = level.time + TICRATE;
//Added by MC: Respawn bots
if (bglobal.botnum && !demoplayback)
{
if (player->Bot != NULL)
player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
//Added by MC: Discard enemies.
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL && this == players[i].Bot->enemy)
{
if (players[i].Bot->dest == players[i].Bot->enemy)
players[i].Bot->dest = NULL;
players[i].Bot->enemy = NULL;
}
}
player->spreecount = 0;
player->multicount = 0;
}
// count environment kills against you
if (!source)
{
player->frags[player - players]++;
player->fragcount--; // [RH] Cumulative frag count
}
flags &= ~MF_SOLID;
player->playerstate = PST_DEAD;
P_DropWeapon (player);
if (this == players[consoleplayer].camera && automapactive)
{
// don't die in auto map, switch view prior to dying
AM_Stop ();
}
// [GRB] Clear extralight. When you killed yourself with weapon that
// called A_Light1/2 before it called A_Light0, extraligh remained.
player->extralight = 0;
}
// [RH] If this is the unmorphed version of another monster, destroy this
// actor, because the morphed version is the one that will stick around in
// the level.
if (flags & MF_UNMORPHED)
{
Destroy ();
return;
}
FState *diestate = NULL;
int gibhealth = GetGibHealth();
ActorFlags4 iflags4 = inflictor == NULL ? ActorFlags4::FromInt(0) : inflictor->flags4;
bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));
// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
if (DamageType == NAME_Extreme)
{
extremelydead = true;
DamageType = NAME_None;
}
// find the appropriate death state. The order is:
//
// 1. If damagetype is not 'none' and death is extreme, try a damage type specific extreme death state
// 2. If no such state is found or death is not extreme try a damage type specific normal death state
// 3. If damagetype is 'ice' and actor is a monster or player, try the generic freeze death (unless prohibited)
// 4. If no state has been found and death is extreme, try the extreme death state
// 5. If no such state is found or death is not extreme try the regular death state.
// 6. If still no state has been found, destroy the actor immediately.
if (DamageType != NAME_None)
{
if (extremelydead)
{
FName labels[] = { NAME_Death, NAME_Extreme, DamageType };
diestate = FindState(3, labels, true);
}
if (diestate == NULL)
{
diestate = FindState (NAME_Death, DamageType, true);
if (diestate != NULL) extremelydead = false;
}
if (diestate == NULL)
{
if (DamageType == NAME_Ice)
{ // If an actor doesn't have an ice death, we can still give them a generic one.
if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
{
diestate = FindState(NAME_GenericFreezeDeath);
extremelydead = false;
}
}
}
}
if (diestate == NULL)
{
// Don't pass on a damage type this actor cannot handle.
// (most importantly, prevent barrels from passing on ice damage.)
// Massacre must be preserved though.
if (DamageType != NAME_Massacre)
{
DamageType = NAME_None;
}
if (extremelydead)
{ // Extreme death
diestate = FindState (NAME_Death, NAME_Extreme, true);
}
if (diestate == NULL)
{ // Normal death
extremelydead = false;
diestate = FindState (NAME_Death);
}
}
if (extremelydead)
{
// We'll only get here if an actual extreme death state was used.
// For players, mark the appropriate flag.
if (player != NULL)
{
player->cheats |= CF_EXTREMELYDEAD;
}
// If a non-player, mark as extremely dead for the crash state.
else if (health >= gibhealth)
{
health = gibhealth - 1;
}
}
if (diestate != NULL)
{
SetState (diestate);
if (tics > 1)
{
tics -= pr_killmobj() & 3;
if (tics < 1)
tics = 1;
}
}
else
{
Destroy();
}
}
DEFINE_ACTION_FUNCTION(AActor, Die)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(source, AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_INT_DEF(dmgflags);
self->Die(source, inflictor, dmgflags);
return 0;
}
void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags)
{
IFVIRTUAL(AActor, Die)
{
VMValue params[4] = { (DObject*)this, source, inflictor, dmgflags };
GlobalVMStack.Call(func, params, 4, nullptr, 0, nullptr);
}
else return Die(source, inflictor, dmgflags);
}
//---------------------------------------------------------------------------
//
// PROC P_AutoUseHealth
//
//---------------------------------------------------------------------------
static int CountHealth(TArray<AInventory *> &Items)
{
int counted = 0;
for(unsigned i = 0; i < Items.Size(); i++)
{
counted += Items[i]->Amount * Items[i]->health;
}
return counted;
}
static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
{
int saved = 0;
while (Items.Size() > 0 && saveHealth > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->health;
}
}
// Now apply the health items, using the same logic as Heretic and Hexen.
int count = (saveHealth + maxhealth-1) / maxhealth;
for(int i = 0; i < count; i++)
{
saved += maxhealth;
saveHealth -= maxhealth;
if (--Items[index]->Amount == 0)
{
Items[index]->DepleteOrDestroy ();
Items.Delete(index);
break;
}
}
}
return saved;
}
void P_AutoUseHealth(player_t *player, int saveHealth)
{
TArray<AInventory *> NormalHealthItems;
TArray<AInventory *> LargeHealthItems;
auto hptype = PClass::FindActor(NAME_HealthPickup);
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
{
if (inv->Amount > 0 && inv->IsKindOf(hptype))
{
int mode = inv->IntVar(NAME_autousemode);
if (mode == 1) NormalHealthItems.Push(inv);
else if (mode == 2) LargeHealthItems.Push(inv);
}
}
int normalhealth = CountHealth(NormalHealthItems);
int largehealth = CountHealth(LargeHealthItems);
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
if (skilluse && normalhealth >= saveHealth)
{ // Use quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
}
else if (largehealth >= saveHealth)
{
// Use mystic urns
player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
else if (skilluse && normalhealth + largehealth >= saveHealth)
{ // Use mystic urns and quartz flasks
player->health += UseHealthItems(NormalHealthItems, saveHealth);
if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
}
player->mo->health = player->health;
}
//============================================================================
//
// P_AutoUseStrifeHealth
//
//============================================================================
CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
void P_AutoUseStrifeHealth (player_t *player)
{
TArray<AInventory *> Items;
auto hptype = PClass::FindActor(NAME_HealthPickup);
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
{
if (inv->Amount > 0 && inv->IsKindOf(hptype))
{
int mode = inv->IntVar(NAME_autousemode);
if (mode == 3) Items.Push(inv);
}
}
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->Amount;
}
}
while (player->health < 50)
{
if (!player->mo->UseInventory (Items[index]))
break;
}
if (player->health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
}
}
}
/*
=================
=
= 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
==================
*/
static inline bool MustForcePain(AActor *target, AActor *inflictor)
{
return (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS));
}
static inline bool isFakePain(AActor *target, AActor *inflictor, int damage)
{
return ((target->flags7 & MF7_ALLOWPAIN && damage > 0) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN)));
}
// Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled.
static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
{
DAngle ang;
player_t *player = NULL;
double thrust;
int temp;
int painchance = 0;
FState * woundstate = NULL;
PainChanceList * pc = NULL;
bool justhit = false;
bool plrDontThrust = false;
bool invulpain = false;
bool fakedPain = false;
bool forcedPain = false;
int fakeDamage = 0;
int holdDamage = 0;
const int rawdamage = damage;
const bool telefragDamage = (rawdamage >= TELEFRAG_DAMAGE);
if (damage < 0) damage = 0;
if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
{ // Shouldn't happen
return 0;
}
//Rather than unnecessarily call the function over and over again, let's be a little more efficient.
fakedPain = (isFakePain(target, inflictor, damage));
forcedPain = (MustForcePain(target, inflictor));
// Spectral targets only take damage from spectral projectiles.
if (target->flags4 & MF4_SPECTRAL && !telefragDamage)
{
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
{
return 0;
}
}
if (target->health <= 0)
{
if (inflictor && mod == NAME_Ice && !(inflictor->flags7 & MF7_ICESHATTER))
{
return 0;
}
else if (target->flags & MF_ICECORPSE) // frozen
{
target->tics = 1;
target->flags6 |= MF6_SHATTERING;
target->Vel.Zero();
}
return 0;
}
// [MC] Changed it to check rawdamage here for consistency, even though that doesn't actually do anything
// different here. At any rate, invulnerable is being checked before type factoring, which is then being
// checked by player cheats/invul/buddha followed by monster buddha. This is inconsistent. Don't let the
// original telefrag damage CHECK (rawdamage) be influenced by outside factors when looking at cheats/invul.
if ((target->flags2 & MF2_INVULNERABLE) && !telefragDamage && (!(flags & DMG_FORCED)))
{ // actor is invulnerable
if (target->player == NULL)
{
if (inflictor == NULL || (!(inflictor->flags3 & MF3_FOILINVUL) && !(flags & DMG_FOILINVUL)))
{
if (fakedPain)
{
// big mess here: What do we use for the pain threshold?
// We cannot run the various damage filters below so for consistency it needs to be 0.
damage = 0;
invulpain = true;
goto fakepain;
}
else
return 0;
}
}
else
{
// Players are optionally excluded from getting thrust by damage.
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
{
if (fakedPain)
plrDontThrust = 1;
else
return 0;
}
}
}
if (inflictor != NULL)
{
if (inflictor->flags5 & MF5_PIERCEARMOR)
flags |= DMG_NO_ARMOR;
}
MeansOfDeath = mod;
// [RH] Andy Baker's Stealth monsters
if (target->flags & MF_STEALTH)
{
target->Alpha = 1.;
target->visdir = -1;
}
if (target->flags & MF_SKULLFLY)
{
target->Vel.Zero();
}
player = target->player;
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks, TELEFRAG_DAMAGE may not be reduced at all
{
if (target->flags2 & MF2_DORMANT)
{
// Invulnerable, and won't wake up
return 0;
}
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG)) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
{
if (player && damage > 1)
{
// Take half damage in trainer mode
damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
}
// Special damage types
if (inflictor)
{
if (inflictor->flags4 & MF4_SPECTRAL)
{
if (player != NULL)
{
if (!deathmatch && inflictor->FriendPlayer > 0)
return 0;
}
else if (target->flags4 & MF4_SPECTRAL)
{
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
return 0;
}
}
damage = inflictor->CallDoSpecialDamage(target, damage, mod);
if (damage < 0)
{
return 0;
}
}
int olddam = damage;
if (damage > 0 && source != NULL)
{
damage = int(damage * source->DamageMultiply);
// Handle active damage modifiers (e.g. PowerDamage)
if (damage > 0)
{
damage = source->GetModifiedDamage(mod, damage, false);
}
}
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
if (damage > 0 && !(flags & DMG_NO_PROTECT))
{
damage = target->GetModifiedDamage(mod, damage, true);
}
if (damage > 0 && !(flags & DMG_NO_FACTOR))
{
damage = target->ApplyDamageFactor(mod, damage);
}
if (damage >= 0)
{
damage = target->CallTakeSpecialDamage(inflictor, source, damage, mod);
}
// '<0' is handled below. This only handles the case where damage gets reduced to 0.
if (damage == 0 && olddam > 0)
{
{ // Still allow FORCEPAIN
if (forcedPain)
{
goto dopain;
}
else if (fakedPain)
{
goto fakepain;
}
return 0;
}
}
}
if (target->flags5 & MF5_NODAMAGE)
{
damage = 0;
}
}
if (damage < 0)
{
// any negative value means that something in the above chain has cancelled out all damage and all damage effects, including pain.
return 0;
}
// Push the target unless the source's weapon's kickback is 0.
// (i.e. Gauntlets/Chainsaw)
if (!plrDontThrust && inflictor && inflictor != target // [RH] Not if hurting own self
&& !(target->flags & MF_NOCLIP)
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
&& !(flags & DMG_THRUSTLESS)
&& !(target->flags7 & MF7_DONTTHRUST)
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
{
int kickback;
if (inflictor && inflictor->projectileKickback)
kickback = inflictor->projectileKickback;
else if (!source || !source->player || !source->player->ReadyWeapon)
kickback = gameinfo.defKickback;
else
kickback = source->player->ReadyWeapon->Kickback;
if (kickback)
{
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF))? source : inflictor;
if (flags & DMG_USEANGLE)
{
ang = angle;
}
else if (origin->X() == target->X() && origin->Y() == target->Y())
{
// If the origin and target are in exactly the same spot, choose a random direction.
// (Most likely cause is from telefragging somebody during spawning because they
// haven't moved from their spawn spot at all.)
ang = pr_kickbackdir.GenRand_Real2() * 360.;
}
else
{
ang = origin->AngleTo(target);
}
thrust = mod == NAME_MDK ? 10 : 32;
if (target->Mass > 0)
{
thrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., thrust);
}
// Don't apply ultra-small damage thrust
if (thrust < 0.01) thrust = 0;
// make fall forwards sometimes
if ((damage < 40) && (damage > target->health)
&& (target->Z() - origin->Z() > 64)
&& (pr_damagemobj()&1)
// [RH] But only if not too fast and not flying
&& thrust < 10
&& !(target->flags & MF_NOGRAVITY)
&& (inflictor == NULL || !(inflictor->flags5 & MF5_NOFORWARDFALL))
)
{
ang += 180.;
thrust *= 4;
}
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
&& source->player->ReadyWeapon != NULL &&
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
{
// Staff power level 2
target->Thrust(ang, 10);
if (!(target->flags & MF_NOGRAVITY))
{
target->Vel.Z += 5.;
}
}
else
{
target->Thrust(ang, thrust);
}
}
}
// [RH] Avoid friendly fire if enabled
if (!(flags & DMG_FORCED) && source != NULL &&
((player && player != source->player) || (!player && target != source)) &&
target->IsTeammate (source))
{
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
if (!telefragDamage || (target->flags7 & MF7_LAXTELEFRAGDMG))
{ // Still allow telefragging :-(
damage = (int)(damage * level.teamdamage);
if (damage < 0)
{
return 0;
}
else if (damage == 0)
{
if (forcedPain)
{
goto dopain;
}
else if (fakedPain)
{
goto fakepain;
}
return 0;
}
}
}
//
// player specific
//
if (player)
{
// Don't allow DMG_FORCED to work on ultimate degreeslessness/buddha and nodamage.
if ((player->cheats & (CF_GODMODE2 | CF_BUDDHA2)) || (player->mo->flags5 & MF5_NODAMAGE))
{
flags &= ~DMG_FORCED;
}
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
if (player->Bot != NULL)
{
player->Bot->allround = true;
}
// end of game hell hack
if ((target->Sector->Flags & SECF_ENDLEVEL) && damage >= target->health)
{
damage = target->health - 1;
}
if (!(flags & DMG_FORCED))
{
// check the real player, not a voodoo doll here for invulnerability effects
if ((!telefragDamage && ((player->mo->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) ||
(player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NODAMAGE))
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
{ // player is invulnerable, so don't hurt him
//Make sure no godmodes and NOPAIN flags are found first.
//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
if ((player->cheats & CF_GODMODE) || (player->cheats & CF_GODMODE2) || (player->mo->flags5 & MF5_NOPAIN))
return 0;
else if ((((player->mo->flags7 & MF7_ALLOWPAIN) || (player->mo->flags5 & MF5_NODAMAGE)) || ((inflictor != NULL) && (inflictor->flags7 & MF7_CAUSEPAIN))))
{
invulpain = true;
goto fakepain;
}
else
return 0;
}
// Armor for players.
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
{
int newdam = damage;
if (damage > 0)
{
newdam = player->mo->AbsorbDamage(damage, mod);
}
if (!telefragDamage || (player->mo->flags7 & MF7_LAXTELEFRAGDMG)) //rawdamage is never modified.
{
// if we are telefragging don't let the damage value go below that magic value. Some further checks would fail otherwise.
damage = newdam;
}
if (damage <= 0)
{
// [MC] Godmode doesn't need checking here, it's already being handled above.
if ((target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS)))
return 0;
// If MF6_FORCEPAIN is set, make the player enter the pain state.
if ((inflictor && (inflictor->flags6 & MF6_FORCEPAIN)))
goto dopain;
else if (((player->mo->flags7 & MF7_ALLOWPAIN) && (rawdamage > 0)) ||
(inflictor && (inflictor->flags7 & MF7_CAUSEPAIN)))
{
invulpain = true;
goto fakepain;
}
return 0;
}
}
if (damage >= player->health && !telefragDamage
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics)
{ // Try to use some inventory health
P_AutoUseHealth (player, damage - player->health + 1);
}
}
player->health -= damage; // mirror mobj health here for Dave
// [RH] Make voodoo dolls and real players record the same health
target->health = player->mo->health -= damage;
if (player->health < 50 && !deathmatch && !(flags & DMG_FORCED))
{
P_AutoUseStrifeHealth (player);
player->mo->health = player->health;
}
if (player->health <= 0)
{
// [SP] Buddha cheat: if the player is about to die, rescue him to 1 health.
// This does not save the player if damage >= TELEFRAG_DAMAGE, still need to
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
// but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if (!(flags & DMG_FORCED) && (((player->cheats & CF_BUDDHA2) || (((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && !telefragDamage)) && (player->playerstate != PST_DEAD)))
{
// If this is a voodoo doll we need to handle the real player as well.
player->mo->health = target->health = player->health = 1;
}
else
{
player->health = 0;
}
}
player->LastDamageType = mod;
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);
}
}
else
{
// Armor for monsters.
if (!(flags & (DMG_NO_ARMOR|DMG_FORCED)) && target->Inventory != NULL && damage > 0)
{
int newdam = damage;
newdam = target->AbsorbDamage(damage, mod);
damage = newdam;
if (damage <= 0)
{
if (fakedPain)
goto fakepain;
else
return 0;
}
}
target->health -= damage;
}
//
// the damage has been dealt; now deal with the consequences
//
target->DamageTypeReceived = mod;
// If the damaging player has the power of drain, give the player 50% of the damage
// done in health.
if ( source && source->player && source->player->cheats & CF_DRAIN && !(target->flags5 & MF5_DONTDRAIN))
{
if (!target->player || target->player != source->player)
{
if ( P_GiveBody( source, damage / 2 ))
{
S_Sound( source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
}
}
}
if (target->health <= 0)
{
//[MC]Buddha flag for monsters.
if (!(flags & DMG_FORCED) && ((target->flags7 & MF7_BUDDHA) && !telefragDamage && ((inflictor == NULL || !(inflictor->flags7 & MF7_FOILBUDDHA)) && !(flags & DMG_FOILBUDDHA))))
{ //FOILBUDDHA or Telefrag damage must kill it.
target->health = 1;
}
else
{
// Death
target->special1 = damage;
// use inflictor's death type if it got one.
if (inflictor && inflictor->DeathType != NAME_None) mod = inflictor->DeathType;
// check for special fire damage or ice damage deaths
if (mod == NAME_Fire)
{
if (player && !player->morphTics)
{ // Check for flame death
if (!inflictor ||
((target->health > -50) && (damage > 25)) ||
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
{
target->DamageType = NAME_Fire;
}
}
else
{
target->DamageType = NAME_Fire;
}
}
else
{
target->DamageType = mod;
}
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
{ // Minotaur's kills go to his master
// Make sure still alive and not a pointer to fighter head
if (source->tracer->player && (source->tracer->player->mo == source->tracer))
{
source = source->tracer;
}
}
target->CallDie (source, inflictor, flags);
return MAX(0, damage);
}
}
woundstate = target->FindState(NAME_Wound, mod);
if (woundstate != NULL)
{
int woundhealth = target->GetClass()->WoundHealth;
if (target->health <= woundhealth)
{
target->SetState (woundstate);
return MAX(0, damage);
}
}
fakepain: //Needed so we can skip the rest of the above, but still obey the original rules.
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
(target->player != NULL || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY))
{
pc = target->GetClass()->PainChances;
painchance = target->PainChance;
if (pc != NULL)
{
int *ppc = pc->CheckKey(mod);
if (ppc != NULL)
{
painchance = *ppc;
}
}
if (((damage >= target->PainThreshold) && (pr_damagemobj() < painchance))
|| (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
{
dopain:
if (mod == NAME_Electric)
{
if (pr_lightning() < 96)
{
justhit = true;
FState *painstate = target->FindState(NAME_Pain, mod);
if (painstate != NULL)
target->SetState(painstate);
}
else
{ // "electrocute" the target
target->renderflags |= RF_FULLBRIGHT;
if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128)
{
target->Howl ();
}
}
}
else
{
justhit = true;
FState *painstate = target->FindState(NAME_Pain, ((inflictor && inflictor->PainType != NAME_None) ? inflictor->PainType : mod));
if (painstate != NULL)
target->SetState(painstate);
if (mod == NAME_PoisonCloud)
{
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
{
target->Howl ();
}
}
}
}
}
//ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out.
target->reactiontime = 0; // we're awake now...
if (source)
{
if (source == target->target)
{
target->threshold = target->DefThreshold;
if (target->state == target->SpawnState && target->SeeState != NULL)
{
target->SetState (target->SeeState);
}
}
else if (source != target->target && target->OkayToSwitchTarget (source))
{
// Target actor is not intent on another actor,
// so make him chase after source
// killough 2/15/98: remember last enemy, to prevent
// sleeping early; 2/21/98: Place priority on players
if (target->lastenemy == NULL ||
(target->lastenemy->player == NULL && target->TIDtoHate == 0) ||
target->lastenemy->health <= 0)
{
target->lastenemy = target->target; // remember last enemy - killough
}
target->target = source;
target->threshold = target->DefThreshold;
if (target->state == target->SpawnState && target->SeeState != NULL)
{
target->SetState (target->SeeState);
}
}
}
// killough 11/98: Don't attack a friend, unless hit by that friend.
if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
target->flags |= MF_JUSTHIT; // fight back!
if (invulpain) //Note that this takes into account all the cheats a player has, in terms of invulnerability.
{
return 0; //NOW we return -1!
}
return MAX(0, damage);
}
DEFINE_ACTION_FUNCTION(AActor, DamageMobj)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_NAME(mod);
PARAM_INT_DEF(flags);
PARAM_FLOAT_DEF(angle);
ACTION_RETURN_INT(DamageMobj(self, inflictor, source, damage, mod, flags, angle));
}
int P_DamageMobj(AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle)
{
IFVIRTUALPTR(target, AActor, DamageMobj)
{
VMValue params[7] = { target, inflictor, source, damage, mod.GetIndex(), flags, angle.Degrees };
VMReturn ret;
int retval;
ret.IntAt(&retval);
GlobalVMStack.Call(func, params, 7, &ret, 1, nullptr);
return retval;
}
else return DamageMobj(target, inflictor, source, damage, mod, flags, angle);
}
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type)
{
// Check for invulnerability.
if (!(inflictor->flags6 & MF6_POISONALWAYS))
{
if (target->flags2 & MF2_INVULNERABLE)
{ // actor is invulnerable
if (target->player == NULL)
{
if (!(inflictor->flags3 & MF3_FOILINVUL))
{
return;
}
}
else
{
return;
}
}
}
target->Poisoner = source;
target->PoisonDamageTypeReceived = type;
target->PoisonPeriodReceived = period;
if (inflictor->flags6 & MF6_ADDITIVEPOISONDAMAGE)
{
target->PoisonDamageReceived += damage;
}
else
{
target->PoisonDamageReceived = damage;
}
if (inflictor->flags6 & MF6_ADDITIVEPOISONDURATION)
{
target->PoisonDurationReceived += duration;
}
else
{
target->PoisonDurationReceived = duration;
}
}
DEFINE_ACTION_FUNCTION(AActor, PoisonMobj)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT_NOT_NULL(inflictor, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_INT(duration);
PARAM_INT(period);
PARAM_NAME(mod);
P_PoisonMobj(self, inflictor, source, damage, duration, period, mod);
return 0;
}
bool AActor::OkayToSwitchTarget (AActor *other)
{
if (other == this)
return false; // [RH] Don't hate self (can happen when shooting barrels)
if (other->flags7 & MF7_NEVERTARGET)
return false; // never EVER target me!
if (!(other->flags & MF_SHOOTABLE))
return false; // Don't attack things that can't be hurt
if ((flags4 & MF4_NOTARGETSWITCH) && target != NULL)
return false; // Don't switch target if not allowed
if ((master != NULL && other->IsA(master->GetClass())) || // don't attack your master (or others of its type)
(other->master != NULL && IsA(other->master->GetClass()))) // don't attack your minion (or those of others of your type)
{
if (!IsHostile (other) && // allow target switch if other is considered hostile
(other->tid != TIDtoHate || TIDtoHate == 0) && // or has the tid we hate
other->TIDtoHate == TIDtoHate) // or has different hate information
{
return false;
}
}
if ((other->flags3 & MF3_NOTARGET) &&
(other->tid != TIDtoHate || TIDtoHate == 0) &&
!IsHostile (other))
return false;
if (threshold != 0 && !(flags4 & MF4_QUICKTORETALIATE))
return false;
if (IsFriend (other))
{ // [RH] Friendlies don't target other friendlies
return false;
}
int infight;
if (flags5 & MF5_NOINFIGHTING) infight=-1;
else infight = G_SkillProperty(SKILLP_Infight);
if (infight < 0 && other->player == NULL && !IsHostile (other))
{
return false; // infighting off: Non-friendlies don't target other non-friendlies
}
if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate)
return false; // [RH] Don't target "teammates"
if (other->player != NULL && (flags4 & MF4_NOHATEPLAYERS))
return false; // [RH] Don't target players
if (target != NULL && target->health > 0 &&
TIDtoHate != 0 && target->tid == TIDtoHate && pr_switcher() < 128 &&
P_CheckSight (this, target))
return false; // [RH] Don't be too quick to give up things we hate
return true;
}
//==========================================================================
//
// P_PoisonPlayer - Sets up all data concerning poisoning
//
// poisoner is the object directly responsible for poisoning the player,
// such as a missile. source is the actor responsible for creating the
// poisoner.
//
//==========================================================================
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
{
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE) || (player->cheats & CF_GODMODE2))
{
return false;
}
if (source != NULL && source->player != player && player->mo->IsTeammate (source))
{
poison = (int)(poison * level.teamdamage);
}
if (poison > 0)
{
player->poisoncount += poison;
player->poisoner = source;
if (poisoner == NULL)
{
player->poisontype = player->poisonpaintype = NAME_None;
}
else
{ // We need to record these in case the poisoner disappears before poisoncount reaches 0.
player->poisontype = poisoner->DamageType;
player->poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
}
if(player->poisoncount > 100)
{
player->poisoncount = 100;
}
}
return true;
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonPlayer)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(poisoner, AActor);
PARAM_OBJECT(source, AActor);
PARAM_INT(poison);
ACTION_RETURN_BOOL(P_PoisonPlayer(self, poisoner, source, poison));
}
//==========================================================================
//
// P_PoisonDamage - Similar to P_DamageMobj
//
//==========================================================================
void P_PoisonDamage (player_t *player, AActor *source, int damage, bool playPainSound)
{
AActor *target;
if (player == NULL)
{
return;
}
target = player->mo;
if (target->health <= 0)
{
return;
}
if ((damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
(player->cheats & CF_GODMODE))) || (player->cheats & CF_GODMODE2))
{ // target is invulnerable
return;
}
// Take half damage in trainer mode
damage = int(damage * G_SkillProperty(SKILLP_DamageFactor));
// Handle passive damage modifiers (e.g. PowerProtection)
damage = target->GetModifiedDamage(player->poisontype, damage, true);
// Modify with damage factors
damage = target->ApplyDamageFactor(player->poisontype, damage);
if (damage <= 0)
{ // Damage was reduced to 0, so don't bother further.
return;
}
if (damage >= player->health
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
&& !player->morphTics)
{ // 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 < 50 && !deathmatch)
{
P_AutoUseStrifeHealth(player);
}
if (player->health < 0)
{
player->health = 0;
}
player->attacker = source;
//
// do the damage
//
target->health -= damage;
if (target->health <= 0)
{ // Death
if ((((player->cheats & CF_BUDDHA) || (player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) || (player->cheats & CF_BUDDHA2))
{ // [SP] Save the player...
player->health = target->health = 1;
}
else
{
target->special1 = damage;
if (player && !player->morphTics)
{ // Check for flame death
if ((player->poisontype == NAME_Fire) && (target->health > -50) && (damage > 25))
{
target->DamageType = NAME_Fire;
}
else
{
target->DamageType = player->poisontype;
}
}
target->CallDie(source, source);
return;
}
}
if (!(level.time&63) && playPainSound)
{
FState *painstate = target->FindState(NAME_Pain, player->poisonpaintype);
if (painstate != NULL)
{
target->SetState(painstate);
}
}
/*
if((P_Random() < target->info->painchance)
&& !(target->flags&MF_SKULLFLY))
{
target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState(target, target->info->painstate);
}
*/
}
DEFINE_ACTION_FUNCTION(_PlayerInfo, PoisonDamage)
{
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_OBJECT(source, AActor);
PARAM_INT(damage);
PARAM_BOOL(playsound);
P_PoisonDamage(self, source, damage, playsound);
return 0;
}
CCMD (kill)
{
if (argv.argc() > 1)
{
if (CheckCheatmode ())
return;
if (!stricmp (argv[1], "monsters"))
{
// Kill all the monsters
if (CheckCheatmode ())
return;
Net_WriteByte (DEM_GENERICCHEAT);
Net_WriteByte (CHT_MASSACRE);
}
else
{
Net_WriteByte (DEM_KILLCLASSCHEAT);
Net_WriteString (argv[1]);
}
}
else
{
// If suiciding is disabled, then don't do it.
if (dmflags2 & DF2_NOSUICIDE)
return;
// Kill the player
Net_WriteByte (DEM_SUICIDE);
}
C_HideConsole ();
}
CCMD(remove)
{
if (argv.argc() == 2)
{
if (CheckCheatmode())
return;
Net_WriteByte(DEM_REMOVE);
Net_WriteString(argv[1]);
C_HideConsole();
}
else
{
Printf("Usage: remove <actor class name>\n");
return;
}
}