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https://github.com/ZDoom/gzdoom-gles.git
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9d126954d1
# Conflicts: # src/p_actionfunctions.cpp # Conflicts: # src/hwrenderer/postprocessing/hw_postprocessshader.cpp # src/v_2ddrawer.cpp
2046 lines
54 KiB
C++
2046 lines
54 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program 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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//
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// This program 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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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Handling interactions (i.e., collisions).
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//
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//-----------------------------------------------------------------------------
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// Data.
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#include "doomdef.h"
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#include "gstrings.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 "announcer.h"
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#include "am_map.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_acs.h"
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#include "b_bot.h" //Added by MC:
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#include "d_player.h"
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#include "a_sharedglobal.h"
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#include "a_pickups.h"
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#include "gi.h"
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#include "templates.h"
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#include "sbar.h"
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#include "s_sound.h"
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#include "g_level.h"
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#include "d_net.h"
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#include "d_netinf.h"
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#include "a_morph.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#include "events.h"
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#include "actorinlines.h"
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static FRandom pr_botrespawn ("BotRespawn");
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static FRandom pr_killmobj ("ActorDie");
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FRandom pr_damagemobj ("ActorTakeDamage");
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static FRandom pr_lightning ("LightningDamage");
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static FRandom pr_poison ("PoisonDamage");
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static FRandom pr_switcher ("SwitchTarget");
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static FRandom pr_kickbackdir ("KickbackDir");
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CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
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EXTERN_CVAR (Bool, show_obituaries)
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CVAR (Float, sv_damagefactormobj, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorfriendly, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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CVAR (Float, sv_damagefactorplayer, 1.0, CVAR_SERVERINFO|CVAR_CHEAT)
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//
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// GET STUFF
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//
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//
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// P_TouchSpecialThing
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//
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void P_TouchSpecialThing (AActor *special, AActor *toucher)
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{
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double delta = special->Z() - toucher->Z();
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// The pickup is at or above the toucher's feet OR
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// The pickup is below the toucher.
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if (delta > toucher->Height || delta < MIN(-32., -special->Height))
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{ // out of reach
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return;
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}
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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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return;
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//Added by MC: Finished with this destination.
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if (toucher->player != NULL && toucher->player->Bot != NULL && special == toucher->player->Bot->dest)
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{
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toucher->player->Bot->prev = toucher->player->Bot->dest;
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toucher->player->Bot->dest = NULL;
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}
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special->CallTouch (toucher);
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}
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// [RH]
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// PronounMessage: Replace parts of strings with player-specific pronouns
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//
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// The following expansions are performed:
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// %g -> he/she/they/it
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// %h -> him/her/them/it
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// %p -> his/her/their/its
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// %s -> his/hers/theirs/its
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// %r -> he's/she's/they're/it's
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// %o -> other (victim)
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// %k -> killer
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//
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void PronounMessage (const char *from, char *to, int pronoun, const char *victim, const char *killer)
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{
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static const char *pronouns[GENDER_MAX][5] =
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{
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{ "he", "him", "his", "his", "he's" },
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{ "she", "her", "her", "hers", "she's" },
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{ "they", "them", "their", "theirs", "they're" },
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{ "it", "it", "its", "its'", "it's" }
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};
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static const int pronounshift[GENDER_MAX][5] =
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{
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{ 2, 3, 3, 3, 4 },
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{ 3, 3, 3, 4, 5 },
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{ 4, 4, 5, 6, 7 },
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{ 2, 2, 3, 4, 4 }
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};
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const char *substitute = NULL;
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do
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{
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if (*from != '%')
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{
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*to++ = *from;
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}
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else
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{
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int grammarcase = -1;
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switch (from[1])
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{
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case 'g': grammarcase = 0; break; // Subject
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case 'h': grammarcase = 1; break; // Object
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case 'p': grammarcase = 2; break; // Possessive Determiner
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case 's': grammarcase = 3; break; // Possessive Pronoun
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case 'r': grammarcase = 4; break; // Perfective
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case 'o': substitute = victim; break;
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case 'k': substitute = killer; break;
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}
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if (substitute != nullptr)
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{
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size_t len = strlen (substitute);
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memcpy (to, substitute, len);
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to += len;
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from++;
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substitute = nullptr;
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}
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else if (grammarcase < 0)
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{
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*to++ = '%';
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}
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else
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{
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strcpy (to, pronouns[pronoun][grammarcase]);
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to += pronounshift[pronoun][grammarcase];
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from++;
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}
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}
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} while (*from++);
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}
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// [RH]
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// ClientObituary: Show a message when a player dies
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//
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void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker, int dmgflags, FName MeansOfDeath)
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{
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FString ret;
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char gendermessage[1024];
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// No obituaries for non-players, voodoo dolls or when not wanted
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if (self->player == nullptr || self->player->mo != self || !show_obituaries)
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return;
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// Treat voodoo dolls as unknown deaths
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if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
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MeansOfDeath = NAME_None;
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FName mod = MeansOfDeath;
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const char *message = nullptr;
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const char *messagename = nullptr;
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if (attacker == nullptr || attacker->player != nullptr)
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{
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if (mod == NAME_Telefrag)
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{
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if (AnnounceTelefrag (attacker, self))
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return;
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}
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else
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{
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if (AnnounceKill (attacker, self))
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return;
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}
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}
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FString obit = DamageTypeDefinition::GetObituary(mod);
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if (attacker == nullptr && obit.IsNotEmpty()) messagename = obit;
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else
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{
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switch (mod)
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{
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case NAME_Suicide: messagename = "$OB_SUICIDE"; break;
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case NAME_Falling: messagename = "$OB_FALLING"; break;
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case NAME_Crush: messagename = "$OB_CRUSH"; break;
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case NAME_Exit: messagename = "$OB_EXIT"; break;
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case NAME_Drowning: messagename = "$OB_WATER"; break;
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case NAME_Slime: messagename = "$OB_SLIME"; break;
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case NAME_Fire: messagename = "$OB_LAVA"; break;
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}
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}
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// Check for being killed by a voodoo doll.
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if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
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{
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messagename = "$OB_VOODOO";
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}
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if (attacker != NULL && message == NULL)
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{
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if (attacker == self)
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{
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message = "$OB_KILLEDSELF";
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}
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else
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{
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IFVIRTUALPTR(attacker, AActor, GetObituary)
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{
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VMValue params[] = { attacker, self, inflictor, mod.GetIndex(), !!(dmgflags & DMG_PLAYERATTACK) };
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VMReturn rett(&ret);
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VMCall(func, params, countof(params), &rett, 1);
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if (ret.IsNotEmpty()) message = ret;
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}
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}
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}
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if (message == nullptr) message = messagename; // fallback to defaults if possible.
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if (attacker == nullptr) attacker = self; // world
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if (attacker->player == nullptr) attacker = self; // for the message creation
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if (message != NULL && message[0] == '$')
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{
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message = GStrings[message+1];
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}
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if (message == NULL)
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{
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message = GStrings("OB_DEFAULT");
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}
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// [CK] Don't display empty strings
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if (message == NULL || strlen(message) <= 0)
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return;
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PronounMessage (message, gendermessage, self->player->userinfo.GetGender(),
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self->player->userinfo.GetName(), attacker->player->userinfo.GetName());
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Printf (PRINT_MEDIUM, "%s\n", gendermessage);
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}
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//
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// KillMobj
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//
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EXTERN_CVAR (Int, fraglimit)
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void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
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{
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// Handle possible unmorph on death
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bool wasgibbed = (health < GetGibHealth());
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AActor *realthis = NULL;
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int realstyle = 0;
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int realhealth = 0;
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if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
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{
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if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
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{
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if (wasgibbed)
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{
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int realgibhealth = realthis->GetGibHealth();
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if (realthis->health >= realgibhealth)
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{
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realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
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}
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}
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realthis->CallDie(source, inflictor, dmgflags, MeansOfDeath);
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}
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return;
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}
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// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
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effects &= ~FX_RESPAWNINVUL;
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//flags &= ~MF_INVINCIBLE;
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if (debugfile && this->player)
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{
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static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
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int pnum = int(this->player-players);
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dieticks[pnum] = gametic;
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fprintf(debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
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this->player->cheats&CF_PREDICTING ? "predicting" : "real");
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}
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// [RH] Notify this actor's items.
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for (AInventory *item = Inventory; item != NULL; )
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{
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AInventory *next = item->Inventory;
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IFVIRTUALPTR(item, AInventory, OwnerDied)
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{
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VMValue params[1] = { item };
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VMCall(func, params, 1, nullptr, 0);
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}
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item = next;
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}
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if (flags & MF_MISSILE)
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{ // [RH] When missiles die, they just explode
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P_ExplodeMissile (this, NULL, NULL);
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return;
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}
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// [RH] Set the target to the thing that killed it. Strife apparently does this.
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if (source != NULL)
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{
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target = source;
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}
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// [ZZ] Fire WorldThingDied script hook.
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E_WorldThingDied(this, inflictor);
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// [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type.
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if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts))
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{
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FBehavior::StaticStartTypedScripts(SCRIPT_Kill, this, true, 0, true);
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}
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flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
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if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
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flags |= MF_DROPOFF;
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if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{ // [RH] Only monsters get to be corpses.
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// Objects with a raise state should get the flag as well so they can
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// be revived by an Arch-Vile. Batman Doom needs this.
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// [RC] And disable this if DONTCORPSE is set, of course.
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if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE;
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}
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flags6 |= MF6_KILLED;
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IFVIRTUAL(AActor, GetDeathHeight)
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{
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VMValue params[] = { (DObject*)this };
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VMReturn ret(&Height);
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VMCall(func, params, 1, &ret, 1);
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}
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// [RH] If the thing has a special, execute and remove it
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// Note that the thing that killed it is considered
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// the activator of the script.
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// New: In Hexen, the thing that died is the activator,
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// so now a level flag selects who the activator gets to be.
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// Everything is now moved to P_ActivateThingSpecial().
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if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER))
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&& !(activationtype & THINGSPEC_NoDeathSpecial))
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{
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P_ActivateThingSpecial(this, source, true);
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}
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if (CountsAsKill())
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level.killed_monsters++;
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if (source && source->player)
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{
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if (CountsAsKill())
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{ // count for intermission
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source->player->killcount++;
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}
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// Don't count any frags at level start, because they're just telefrags
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// resulting from insufficient deathmatch starts, and it wouldn't be
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// fair to count them toward a player's score.
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if (player && level.maptime)
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{
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source->player->frags[player - players]++;
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if (player == source->player) // [RH] Cumulative frag count
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{
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char buff[256];
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player->fragcount--;
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if (deathmatch && player->spreecount >= 5 && cl_showsprees)
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{
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PronounMessage (GStrings("SPREEKILLSELF"), buff,
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player->userinfo.GetGender(), player->userinfo.GetName(),
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player->userinfo.GetName());
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StatusBar->AttachMessage (Create<DHUDMessageFadeOut>(SmallFont, buff,
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1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
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}
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}
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else
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{
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if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
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player->fragcount--;
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if (this->IsTeammate(source))
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{
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source->player->fragcount--;
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}
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else
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{
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++source->player->fragcount;
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++source->player->spreecount;
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}
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if (source->player->morphTics)
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{ // Make a super chicken
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source->GiveInventoryType (PClass::FindActor(NAME_PowerWeaponLevel2));
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}
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if (deathmatch && cl_showsprees)
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{
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const char *spreemsg;
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char buff[256];
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switch (source->player->spreecount)
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{
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case 5:
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spreemsg = GStrings("SPREE5");
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break;
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case 10:
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spreemsg = GStrings("SPREE10");
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break;
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case 15:
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spreemsg = GStrings("SPREE15");
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break;
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case 20:
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spreemsg = GStrings("SPREE20");
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break;
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case 25:
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spreemsg = GStrings("SPREE25");
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break;
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default:
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spreemsg = NULL;
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break;
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}
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if (spreemsg == NULL && player->spreecount >= 5)
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{
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if (!AnnounceSpreeLoss (this))
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{
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PronounMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(),
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player->userinfo.GetName(), source->player->userinfo.GetName());
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StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, buff,
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1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
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}
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}
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else if (spreemsg != NULL)
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{
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if (!AnnounceSpree (source))
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{
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PronounMessage (spreemsg, buff, player->userinfo.GetGender(),
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player->userinfo.GetName(), source->player->userinfo.GetName());
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StatusBar->AttachMessage (Create<DHUDMessageFadeOut> (SmallFont, buff,
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1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
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}
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}
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}
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}
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// [RH] Multikills
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if (player != source->player)
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{
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source->player->multicount++;
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if (source->player->lastkilltime > 0)
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{
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if (source->player->lastkilltime < level.time - 3*TICRATE)
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{
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source->player->multicount = 1;
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}
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if (deathmatch &&
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source->CheckLocalView (consoleplayer) &&
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cl_showmultikills)
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{
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const char *multimsg;
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switch (source->player->multicount)
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|
{
|
|
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))
|
|
{
|
|
PronounMessage (multimsg, buff, player->userinfo.GetGender(),
|
|
player->userinfo.GetName(), source->player->userinfo.GetName());
|
|
StatusBar->AttachMessage (Create<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, MeansOfDeath);
|
|
|
|
// [ZZ] fire player death hook
|
|
E_PlayerDied(int(player - players));
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
// The following condition is needed to avoid crash when player class has no death states
|
|
// Instance of player pawn will be garbage collected on reloading of level
|
|
else if (player == nullptr)
|
|
{
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, Die)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(source, AActor);
|
|
PARAM_OBJECT(inflictor, AActor);
|
|
PARAM_INT(dmgflags);
|
|
PARAM_NAME(MeansOfDeath);
|
|
self->Die(source, inflictor, dmgflags, MeansOfDeath);
|
|
return 0;
|
|
}
|
|
|
|
void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags, FName MeansOfDeath)
|
|
{
|
|
IFVIRTUAL(AActor, Die)
|
|
{
|
|
VMValue params[] = { (DObject*)this, source, inflictor, dmgflags, MeansOfDeath.GetIndex() };
|
|
VMCall(func, params, 5, nullptr, 0);
|
|
}
|
|
else return Die(source, inflictor, dmgflags, MeansOfDeath);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// 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 (inflictor && (inflictor->flags6 & MF6_FORCEPAIN));
|
|
}
|
|
|
|
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, bool& needevent)
|
|
{
|
|
DAngle ang;
|
|
player_t *player = NULL;
|
|
double thrust;
|
|
int temp;
|
|
int painchance = 0;
|
|
FState * woundstate = NULL;
|
|
bool justhit = false;
|
|
bool plrDontThrust = false;
|
|
bool invulpain = false;
|
|
bool fakedPain = false;
|
|
bool forcedPain = false;
|
|
bool noPain = 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;
|
|
}
|
|
FName MeansOfDeath = mod;
|
|
|
|
// Rather than unnecessarily call the function over and over again, let's be a little more efficient.
|
|
// But first, check and see if it's even needed, which it won't be if pain must not be triggered.
|
|
noPain = ((flags & DMG_NO_PAIN) || (target->flags5 & MF5_NOPAIN) || (inflictor && (inflictor->flags5 & MF5_PAINLESS)));
|
|
if (!noPain)
|
|
{
|
|
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;
|
|
}
|
|
if (target == source && (!telefragDamage || target->flags7 & MF7_LAXTELEFRAGDMG))
|
|
{
|
|
damage = int(damage * target->SelfDamageFactor);
|
|
}
|
|
|
|
// [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;
|
|
}
|
|
|
|
// [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) * sv_damagefactorplayer);
|
|
}
|
|
else if (!player && damage > 1 && !(target->flags & MF_FRIENDLY))
|
|
{
|
|
// inflict scaled damage to non-players
|
|
damage = int(damage * sv_damagefactormobj);
|
|
}
|
|
else if (!player && damage > 1 && (target->flags & MF_FRIENDLY))
|
|
{
|
|
// inflict scaled damage to non-player friends
|
|
damage = int(damage * sv_damagefactorfriendly);
|
|
}
|
|
// 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 && !(flags & DMG_NO_ENHANCE))
|
|
{
|
|
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;
|
|
}
|
|
|
|
|
|
//[RC] Backported from the Zandronum source.. Mostly.
|
|
if( target->player &&
|
|
damage > 0 &&
|
|
source &&
|
|
mod != NAME_Reflection &&
|
|
target != source)
|
|
|
|
{
|
|
int reflectdamage = 0;
|
|
bool reflecttype = false;
|
|
for (auto p = target->player->mo->Inventory; p != nullptr; p = p->Inventory)
|
|
{
|
|
// This picks the reflection item with the maximum efficiency for the given damage type.
|
|
if (p->IsKindOf(NAME_PowerReflection))
|
|
{
|
|
double alwaysreflect = p->FloatVar(NAME_Strength);
|
|
int alwaysdamage = clamp(int(damage * alwaysreflect), 0, damage);
|
|
int mydamage = alwaysdamage + p->ApplyDamageFactor(mod, damage - alwaysdamage);
|
|
if (mydamage > reflectdamage)
|
|
{
|
|
reflectdamage = mydamage;
|
|
reflecttype = p->BoolVar(NAME_ReflectType);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (reflectdamage > 0)
|
|
{
|
|
// use the reflect item's damage factors to get the final value here.
|
|
P_DamageMobj(source, nullptr, target, reflectdamage, reflecttype? mod : NAME_Reflection );
|
|
|
|
// Reset means of death flag.
|
|
MeansOfDeath = mod;
|
|
}
|
|
}
|
|
|
|
|
|
// 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;
|
|
|
|
kickback = int(kickback * G_SkillProperty(SKILLP_KickbackFactor));
|
|
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 ((flags & DMG_NO_PAIN) || (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 (noPain)
|
|
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->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr) ||
|
|
(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 && !(target->flags5 & MF5_DONTDRAIN))
|
|
{
|
|
if (!target->player || target->player != source->player)
|
|
{
|
|
double draindamage = 0;
|
|
for (auto p = source->player->mo->Inventory; p != nullptr; p = p->Inventory)
|
|
{
|
|
// This picks the item with the maximum efficiency.
|
|
if (p->IsKindOf(NAME_PowerDrain))
|
|
{
|
|
double mydamage = p->FloatVar(NAME_Strength);
|
|
if (mydamage > draindamage) draindamage = mydamage;
|
|
}
|
|
}
|
|
|
|
if (draindamage > 0)
|
|
{
|
|
int draindmg = int(draindamage * damage);
|
|
IFVIRTUALPTR(source, AActor, OnDrain)
|
|
{
|
|
VMValue params[] = { source, target, draindmg, mod.GetIndex() };
|
|
VMReturn ret(&draindmg);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
}
|
|
if (P_GiveBody(source, draindmg))
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
const int realdamage = MAX(0, damage);
|
|
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
|
|
needevent = false;
|
|
|
|
target->CallDie (source, inflictor, flags, MeansOfDeath);
|
|
return realdamage;
|
|
}
|
|
}
|
|
|
|
woundstate = target->FindState(NAME_Wound, mod);
|
|
if (woundstate != NULL)
|
|
{
|
|
int woundhealth = target->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 (!noPain &&
|
|
(target->player != NULL || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY))
|
|
{
|
|
painchance = target->PainChance;
|
|
for (auto & pc : target->GetInfo()->PainChances)
|
|
{
|
|
if (pc.first == mod)
|
|
{
|
|
painchance = pc.second;
|
|
break;
|
|
}
|
|
}
|
|
|
|
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.
|
|
if (target->player == nullptr) 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->CallOkayToSwitchTarget (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(flags);
|
|
PARAM_FLOAT(angle);
|
|
|
|
// [ZZ] event handlers need the result.
|
|
bool needevent = true;
|
|
int realdamage = DamageMobj(self, inflictor, source, damage, mod, flags, angle, needevent);
|
|
if (realdamage && needevent)
|
|
{
|
|
E_WorldThingDamaged(self, inflictor, source, realdamage, mod, flags, angle);
|
|
}
|
|
ACTION_RETURN_INT(realdamage);
|
|
}
|
|
|
|
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);
|
|
VMCall(func, params, 7, &ret, 1);
|
|
return retval;
|
|
}
|
|
else
|
|
{
|
|
bool needevent = true;
|
|
int realdamage = DamageMobj(target, inflictor, source, damage, mod, flags, angle, needevent);
|
|
if (realdamage && needevent)
|
|
{
|
|
// [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway)
|
|
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
|
|
}
|
|
return realdamage;
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// OkayToSwitchTarget
|
|
//
|
|
//==========================================================================
|
|
|
|
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 ((flags7 & MF7_NOINFIGHTSPECIES) && GetSpecies() == other->GetSpecies())
|
|
return false; // Don't fight own species.
|
|
|
|
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 (flags7 & MF7_FORCEINFIGHTING) infight = 1;
|
|
else 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;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, OkayToSwitchTarget)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_OBJECT(other, AActor);
|
|
ACTION_RETURN_BOOL(self->OkayToSwitchTarget(other));
|
|
}
|
|
|
|
bool AActor::CallOkayToSwitchTarget(AActor *other)
|
|
{
|
|
IFVIRTUAL(AActor, OkayToSwitchTarget)
|
|
{
|
|
VMValue params[] = { (DObject*)this, other };
|
|
int retv;
|
|
VMReturn ret(&retv);
|
|
VMCall(func, params, 2, &ret, 1);
|
|
return !!retv;
|
|
}
|
|
return OkayToSwitchTarget(other);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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) * sv_damagefactorplayer);
|
|
// 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->cheats & CF_BUDDHA2) ||
|
|
(player->mo->flags7 & MF7_BUDDHA)) && damage < TELEFRAG_DAMAGE) ||
|
|
(player->mo->FindInventory (PClass::FindActor(NAME_PowerBuddha),true) != nullptr))
|
|
{ // [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 if (!stricmp (argv[1], "baddies"))
|
|
{
|
|
// Kill all the unfriendly monsters
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_MASSACRE2);
|
|
}
|
|
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;
|
|
}
|
|
|
|
}
|