2008-01-27 11:25:03 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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 "a_doomglobal.h"
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#include "a_hereticglobal.h"
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#include "ravenshared.h"
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#include "a_hexenglobal.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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static FRandom pr_obituary ("Obituary");
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static FRandom pr_botrespawn ("BotRespawn");
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static FRandom pr_killmobj ("ActorDie");
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static 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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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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FName MeansOfDeath;
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bool FriendlyFire;
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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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fixed_t delta = special->z - toucher->z;
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if (delta > toucher->height || delta < -32*FRACUNIT)
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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->isbot && special == toucher->player->dest)
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{
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toucher->player->prev = toucher->player->dest;
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toucher->player->dest = NULL;
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}
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special->Touch (toucher);
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}
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// [RH]
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// SexMessage: Replace parts of strings with gender-specific pronouns
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//
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// The following expansions are performed:
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// %g -> he/she/it
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// %h -> him/her/it
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// %p -> his/her/its
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// %o -> other (victim)
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// %k -> killer
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//
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void SexMessage (const char *from, char *to, int gender, const char *victim, const char *killer)
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{
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static const char *genderstuff[3][3] =
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{
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{ "he", "him", "his" },
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{ "she", "her", "her" },
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{ "it", "it", "its" }
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};
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static const int gendershift[3][3] =
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{
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{ 2, 3, 3 },
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{ 3, 3, 3 },
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{ 2, 2, 3 }
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};
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const char *subst = 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 gendermsg = -1;
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switch (from[1])
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{
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case 'g': gendermsg = 0; break;
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case 'h': gendermsg = 1; break;
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case 'p': gendermsg = 2; break;
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case 'o': subst = victim; break;
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case 'k': subst = killer; break;
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}
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if (subst != NULL)
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{
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size_t len = strlen (subst);
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memcpy (to, subst, len);
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to += len;
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from++;
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subst = NULL;
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}
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else if (gendermsg < 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, genderstuff[gender][gendermsg]);
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to += gendershift[gender][gendermsg];
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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)
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{
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FName mod;
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const char *message;
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const char *messagename;
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char gendermessage[1024];
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bool friendly;
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int gender;
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// No obituaries for non-players, voodoo dolls or when not wanted
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if (self->player == NULL || self->player->mo != self || !show_obituaries)
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return;
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gender = self->player->userinfo.gender;
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// Treat voodoo dolls as unknown deaths
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if (inflictor && inflictor->player == self->player)
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MeansOfDeath = NAME_None;
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if (multiplayer && !deathmatch)
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FriendlyFire = true;
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friendly = FriendlyFire;
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mod = MeansOfDeath;
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message = NULL;
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messagename = NULL;
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if (attacker == NULL || attacker->player != NULL)
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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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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: if (attacker == NULL) messagename = "OB_LAVA"; break;
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}
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if (messagename != NULL)
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message = GStrings(messagename);
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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 = GStrings("OB_KILLEDSELF");
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}
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else if (attacker->player == NULL)
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{
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if (mod == NAME_Telefrag)
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{
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message = GStrings("OB_MONTELEFRAG");
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}
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else if (mod == NAME_Melee)
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_HitObituary);
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if (message == NULL)
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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}
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else
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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}
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}
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if (message == NULL && attacker != NULL && attacker->player != NULL)
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{
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if (friendly)
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{
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attacker->player->fragcount -= 2;
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attacker->player->frags[attacker->player - players]++;
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self = attacker;
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gender = self->player->userinfo.gender;
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sprintf (gendermessage, "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
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message = GStrings(gendermessage);
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}
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else
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{
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if (mod == NAME_Telefrag) message = GStrings("OB_MPTELEFRAG");
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if (message == NULL)
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{
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if (inflictor != NULL)
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{
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message = inflictor->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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if (message == NULL && attacker->player->ReadyWeapon != NULL)
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{
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message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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if (message == NULL)
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{
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switch (mod)
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{
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case NAME_BFGSplash: messagename = "OB_MPBFG_SPLASH"; break;
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case NAME_Railgun: messagename = "OB_RAILGUN"; break;
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}
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if (messagename != NULL)
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message = GStrings(messagename);
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}
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}
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}
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}
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else 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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SexMessage (message, gendermessage, gender,
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self->player->userinfo.netname, attacker->player->userinfo.netname);
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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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- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
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|
static int GibHealth(AActor *actor)
|
|
|
|
{
|
|
|
|
return -abs(
|
|
|
|
actor->GetClass()->Meta.GetMetaInt (
|
|
|
|
AMETA_GibHealth,
|
|
|
|
gameinfo.gametype == GAME_Doom ?
|
|
|
|
-actor->GetDefault()->health :
|
|
|
|
-actor->GetDefault()->health/2));
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
void AActor::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
// Handle possible unmorph on death
|
|
|
|
bool wasgibbed = (health < GibHealth(this));
|
|
|
|
AActor *realthis = NULL;
|
|
|
|
int realstyle = 0;
|
|
|
|
int realhealth = 0;
|
|
|
|
if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
|
|
|
|
{
|
|
|
|
if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
|
|
|
|
{
|
|
|
|
if (wasgibbed)
|
|
|
|
{
|
|
|
|
int realgibhealth = GibHealth(realthis);
|
|
|
|
if (realthis->health >= realgibhealth)
|
|
|
|
{
|
|
|
|
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
realthis->Die(source, inflictor);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
// [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];
|
|
|
|
int pnum = this->player-players;
|
|
|
|
if (dieticks[pnum] == gametic)
|
|
|
|
gametic=gametic;
|
|
|
|
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;
|
|
|
|
item->OwnerDied();
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
|
|
|
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
|
|
|
|
flags |= MF_DROPOFF;
|
2008-06-28 13:29:59 +00:00
|
|
|
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // [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.
|
|
|
|
flags |= MF_CORPSE;
|
|
|
|
}
|
|
|
|
// [RH] Allow the death height to be overridden using metadata.
|
|
|
|
fixed_t metaheight = 0;
|
|
|
|
if (DamageType == NAME_Fire)
|
|
|
|
{
|
|
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_BurnHeight);
|
|
|
|
}
|
|
|
|
if (metaheight == 0)
|
|
|
|
{
|
|
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_DeathHeight);
|
|
|
|
}
|
|
|
|
if (metaheight != 0)
|
|
|
|
{
|
|
|
|
height = MAX<fixed_t> (metaheight, 0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
height >>= 2;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [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.
|
|
|
|
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)))
|
|
|
|
{
|
|
|
|
LineSpecials[special] (NULL, level.flags & LEVEL_ACTOWNSPECIAL
|
|
|
|
? this : source, false, args[0], args[1], args[2], args[3], args[4]);
|
|
|
|
special = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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.gender, player->userinfo.netname,
|
|
|
|
player->userinfo.netname);
|
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (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--;
|
|
|
|
|
|
|
|
++source->player->fragcount;
|
|
|
|
++source->player->spreecount;
|
|
|
|
if (source->player->morphTics)
|
|
|
|
{ // Make a super chicken
|
|
|
|
source->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
|
|
}
|
|
|
|
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.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (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.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (buff,
|
|
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Multikills
|
|
|
|
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.gender,
|
|
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (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);
|
|
|
|
|
|
|
|
// 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
|
2008-03-28 09:56:50 +00:00
|
|
|
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
if (player->isbot)
|
2008-03-28 09:56:50 +00:00
|
|
|
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
//Added by MC: Discard enemies.
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (players[i].isbot && this == players[i].enemy)
|
|
|
|
{
|
|
|
|
if (players[i].dest == players[i].enemy)
|
|
|
|
players[i].dest = NULL;
|
|
|
|
players[i].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;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
FState *diestate = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (DamageType != NAME_None)
|
|
|
|
{
|
|
|
|
diestate = FindState (NAME_Death, DamageType, true);
|
|
|
|
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 = &AActor::States[S_GENERICFREEZEDEATH];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (diestate == NULL)
|
|
|
|
{
|
|
|
|
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
|
|
|
|
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor.
- Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in
MAPINFO.
Update to ZDoom r994:
- Fixed: The compatibility searches for teleport destinations did not work
properly when the teleporter had both a tid and a tag. Now, if a teleporter
has a tag these are skipped because they are only present for Hexen
compatibility.
- Fixed: The first texture in a TEXTURE1 lump, although invalid when used
elsewhere, must be usable as sky (see Requiem.wad's SKY3.)
- Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for
automatic fake contrast.
- Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead
of manipulating the sides' light values individually. This allows changing
the fake contrast at run time and also allows adding individual relative
lighting on top of it which is a planned UDMF feature.
- Fixed: ActorStencilColor() did not set the palette part of the actor's
fill color, so it would always produce black for STYLE_Shaded.
- Added volume reduction for stereo sounds played in 3D to obtain levels
closer to FMOD 3, which downmixed all stereo sounds to mono before
playing them in 3D. Also added experimental 3D spread for stereo sounds
so that you can actually hear them in stereo.
- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife
railing handling and shooting lines with a non-zero but unassigned tag.)
With UDMF such semantics have to be handled diffently.
- finalized UDMF 1.0 implementation.
- Added Martin Howe's latest morph update.
- Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow
if the view is near the bounds of the fixed point coordinate system. This
happens because it rotates the view position around (0,0) according to
the current viewangle, so the resultant coordinate may be outside the
bounds of fixed point. All important math in this function is now done
entirely in floating point.
- Fixed: Slopes didn't draw right on 64-bit platforms.
- Fixed: With hardware 2D, the console and menu need not reimplement palette
flashes to ensure their visibility.
- Fixed: DFlashFader::Destroy() did not call its super method.
- Fixed: If a player was morphed into a class with a taller view height,
their perceived view height would not change until they walked up a step.
- Since KDIZD is the only mapset I know of that used reverb, and it didn't
define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump
to REVERBS to remove any possible misunderstanding that this is something
that requires EAX hardware support. (Ideally, it would have been REVERBDEF,
but that's 10 characters long.) The eaxedit console command has also been
renamed to reverbedit for the same reason.
- Fixed: The Palette part of FRemapTable was not initialized with alpha values
other than 0. I'm not sure if it would be better to fix this in the game
palette that it copies from or not, but right now, they get set
unconditionally to 255.
- Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case
the texture is high-res.
- Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |="
so that using the same flag multiple times will not have unexpected results.
(sbarinfo update #21)
- Added: sigil image type to correctly draw the sigil's icon.
- Added: Strife inventory bar style. This is the only style that is radically
different from the others. First of all it changes the SELECTBO to be
INVCURS and draws it before the icons. Each box is changed to have a width
of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at
(x-6, y-2).
- Added: whennnotzero flag to drawnumber which will cause it to draw nothing if
the value is 0.
- Fixed: New mugshot code would not leave the god state when it was supposed to
enter the rampage state.
- Fixed: The ouch state was mostly broken.
(SBarInfo Update #20)
- Added: hasweaponpiece command to check for custom weapon pieces.
- Added: usessecondaryammo command to check if the current weapon has a second
ammo type.
- Most of SBarInfo's mugshot scripting can be used with the default Doom status
bar.
- Fixed: By default drawmugshot would never come out of normal god mode state.
In addition the state change to and from god mode was not quite as responsive
as the original code.
- Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture
it should always return 0, not the actual texture's index.
- Fixed coordinate checks for objects on 3DMidtex lines.
- Fixed: All translucent blending operations for CopyColors must treat an
alpha of 0 so that the pixel is not modified or texture composition as
intended will not work.
- Fixed: 3D hardware texture filling did not copy pixels with 0 alpha,
preserving whatever was underneath in the texture box previously.
- Fixed: s_sound.cpp had its own idea of whether or not sounds were paused
and did not entirely keep it in sync with the sound system's. This meant
that when starting a new game from the menu, all sounds were played as
menu sounds until you did something to pause the game, because s_sound.cpp
thought sounds were unpaused, while the FMOD system thought they were.
- I finally managed to test the translucency options for composite texture
definitions in HIRESTEX. The feature should be complete now.
- Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the
DECORATE convention.
- Added Snowkate709's A_CheckTargetInLOS addition.
- Added listmaps CCMD.
- Revised underwater effect now uses a lowpass filter in combination with an
optional freeverb unit.
- Removed ResetEnvironment hack, since with software reverb, losing the
existing reverb when focus is lost isn't a problem.
- Commented out the TiMidity FIXME messages.
- Fixed: FBarShader::GetColumn() passed incorrect information to the software
renderer for horizontal bars.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-23 17:58:17 +00:00
|
|
|
int gibhealth = GibHealth(this);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
// Don't pass on a damage type this actor cannot handle.
|
|
|
|
// (most importantly, prevent barrels from passing on ice damage.)
|
2008-01-27 11:25:03 +00:00
|
|
|
// Massacre must be preserved though.
|
2008-03-09 16:01:55 +00:00
|
|
|
if (DamageType != NAME_Massacre)
|
|
|
|
{
|
|
|
|
DamageType = NAME_None;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-09 16:01:55 +00:00
|
|
|
if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
|
2008-01-27 11:25:03 +00:00
|
|
|
{ // Extreme death
|
|
|
|
diestate = FindState (NAME_Death, NAME_Extreme, true);
|
2008-03-09 16:01:55 +00:00
|
|
|
// If a non-player, mark as extremely dead for the crash state.
|
|
|
|
if (diestate != NULL && player == NULL && health >= gibhealth)
|
|
|
|
{
|
|
|
|
health = gibhealth - 1;
|
|
|
|
}
|
|
|
|
// For players, mark the appropriate flag.
|
|
|
|
else if (player != NULL)
|
|
|
|
{
|
|
|
|
player->cheats |= CF_EXTREMELYDEAD;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
if (diestate == NULL)
|
|
|
|
{ // Normal death
|
|
|
|
diestate = FindState (NAME_Death);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (diestate != NULL)
|
|
|
|
{
|
|
|
|
SetState (diestate);
|
|
|
|
|
|
|
|
tics -= pr_killmobj() & 3;
|
|
|
|
if (tics < 1)
|
|
|
|
tics = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_AutoUseHealth
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
void P_AutoUseHealth(player_t *player, int saveHealth)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
int count;
|
|
|
|
const PClass *normalType = PClass::FindClass (NAME_ArtiHealth);
|
|
|
|
const PClass *superType = PClass::FindClass (NAME_ArtiSuperHealth);
|
|
|
|
AInventory *normalItem = player->mo->FindInventory (normalType);
|
|
|
|
AInventory *superItem = player->mo->FindInventory (superType);
|
|
|
|
int normalAmount, superAmount;
|
|
|
|
|
|
|
|
normalAmount = normalItem != NULL ? normalItem->Amount : 0;
|
|
|
|
superAmount = superItem != NULL ? superItem->Amount : 0;
|
|
|
|
|
|
|
|
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
|
|
|
|
|
|
|
|
if (skilluse && (normalAmount*25 >= saveHealth))
|
|
|
|
{ // Use quartz flasks
|
|
|
|
count = (saveHealth+24)/25;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 25;
|
|
|
|
if (--normalItem->Amount == 0)
|
|
|
|
{
|
|
|
|
normalItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (superAmount*100 >= saveHealth)
|
|
|
|
{ // Use mystic urns
|
|
|
|
count = (saveHealth+99)/100;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 100;
|
|
|
|
if (--superItem->Amount == 0)
|
|
|
|
{
|
|
|
|
superItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (skilluse
|
|
|
|
&& (superAmount*100+normalAmount*25 >= saveHealth))
|
|
|
|
{ // Use mystic urns and quartz flasks
|
|
|
|
count = (saveHealth+24)/25;
|
|
|
|
saveHealth -= count*25;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 25;
|
|
|
|
if (--normalItem->Amount == 0)
|
|
|
|
{
|
|
|
|
normalItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
count = (saveHealth+99)/100;
|
|
|
|
for(i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
player->health += 100;
|
|
|
|
if (--superItem->Amount == 0)
|
|
|
|
{
|
|
|
|
superItem->Destroy ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_AutoUseStrifeHealth
|
|
|
|
//
|
|
|
|
//============================================================================
|
|
|
|
|
|
|
|
void P_AutoUseStrifeHealth (player_t *player)
|
|
|
|
{
|
|
|
|
static const ENamedName healthnames[2] = { NAME_MedicalKit, NAME_MedPatch };
|
|
|
|
|
|
|
|
for (int i = 0; i < 2; ++i)
|
|
|
|
{
|
|
|
|
const PClass *type = PClass::FindClass (healthnames[i]);
|
|
|
|
|
|
|
|
while (player->health < 50)
|
|
|
|
{
|
|
|
|
AInventory *item = player->mo->FindInventory (type);
|
|
|
|
if (item == NULL)
|
|
|
|
break;
|
|
|
|
if (!player->mo->UseInventory (item))
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
=
|
|
|
|
= P_DamageMobj
|
|
|
|
=
|
|
|
|
= Damages both enemies and players
|
|
|
|
= inflictor is the thing that caused the damage
|
|
|
|
= creature or missile, can be NULL (slime, etc)
|
|
|
|
= source is the thing to target after taking damage
|
|
|
|
= creature or NULL
|
|
|
|
= Source and inflictor are the same for melee attacks
|
|
|
|
= source can be null for barrel explosions and other environmental stuff
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
|
|
|
|
{
|
|
|
|
unsigned ang;
|
|
|
|
player_t *player;
|
|
|
|
fixed_t thrust;
|
|
|
|
int temp;
|
|
|
|
|
|
|
|
if (target == NULL || !(target->flags & MF_SHOOTABLE))
|
|
|
|
{ // Shouldn't happen
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spectral targets only take damage from spectral projectiles.
|
|
|
|
if (target->flags4 & MF4_SPECTRAL && damage < 1000000)
|
|
|
|
{
|
|
|
|
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
if (target->MissileState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->MissileState);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
|
|
|
if (inflictor && mod == NAME_Ice)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags & MF_ICECORPSE) // frozen
|
|
|
|
{
|
|
|
|
target->tics = 1;
|
|
|
|
target->momx = target->momy = target->momz = 0;
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000)
|
|
|
|
{ // actor is invulnerable
|
|
|
|
if (!target->player)
|
|
|
|
{
|
|
|
|
if (!inflictor || !(inflictor->flags3 & MF3_FOILINVUL))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Only in Hexen invulnerable players are excluded from getting
|
|
|
|
// thrust by damage.
|
|
|
|
if (gameinfo.gametype == GAME_Hexen) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
if (inflictor != NULL)
|
|
|
|
{
|
|
|
|
if (inflictor->flags5 & MF5_PIERCEARMOR) flags |= DMG_NO_ARMOR;
|
|
|
|
}
|
|
|
|
|
|
|
|
MeansOfDeath = mod;
|
|
|
|
FriendlyFire = false;
|
|
|
|
// [RH] Andy Baker's Stealth monsters
|
|
|
|
if (target->flags & MF_STEALTH)
|
|
|
|
{
|
|
|
|
target->alpha = OPAQUE;
|
|
|
|
target->visdir = -1;
|
|
|
|
}
|
|
|
|
if (target->flags & MF_SKULLFLY)
|
|
|
|
{
|
|
|
|
target->momx = target->momy = target->momz = 0;
|
|
|
|
}
|
|
|
|
if (target->flags2 & MF2_DORMANT)
|
|
|
|
{
|
|
|
|
// Invulnerable, and won't wake up
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
player = target->player;
|
|
|
|
if (player && damage > 1)
|
|
|
|
{
|
|
|
|
// Take half damage in trainer mode
|
|
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
|
|
}
|
|
|
|
// Special damage types
|
|
|
|
if (inflictor)
|
|
|
|
{
|
|
|
|
if (inflictor->flags4 & MF4_SPECTRAL)
|
|
|
|
{
|
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (inflictor->health == -1)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags4 & MF4_SPECTRAL)
|
|
|
|
{
|
|
|
|
if (inflictor->health == -2)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
damage = inflictor->DoSpecialDamage (target, damage);
|
|
|
|
if (damage == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
// Handle active damage modifiers (e.g. PowerDamage)
|
|
|
|
if (source != NULL && source->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int olddam = damage;
|
|
|
|
source->Inventory->ModifyDamage(olddam, mod, damage, false);
|
|
|
|
if (olddam != damage && damage <= 0) return;
|
|
|
|
}
|
|
|
|
// Handle passive damage modifiers (e.g. PowerProtection)
|
|
|
|
if (target->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int olddam = damage;
|
|
|
|
target->Inventory->ModifyDamage(olddam, mod, damage, true);
|
|
|
|
if (olddam != damage && damage <= 0) return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// to be removed and replaced by an actual damage factor
|
|
|
|
// once the actors using it are converted to DECORATE.
|
|
|
|
if (mod == NAME_Fire && target->flags4 & MF4_FIRERESIST)
|
|
|
|
{
|
|
|
|
damage /= 2;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors;
|
|
|
|
if (df != NULL)
|
|
|
|
{
|
|
|
|
fixed_t * pdf = df->CheckKey(mod);
|
|
|
|
if (pdf != NULL)
|
|
|
|
{
|
|
|
|
damage = FixedMul(damage, *pdf);
|
|
|
|
if (damage <= 0) return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
|
|
|
|
|
|
|
|
if (damage == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Push the target unless the source's weapon's kickback is 0.
|
|
|
|
// (i.e. Guantlets/Chainsaw)
|
|
|
|
if (inflictor && inflictor != target // [RH] Not if hurting own self
|
|
|
|
&& !(target->flags & MF_NOCLIP)
|
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but
not for lump and file names.
- Added a few 'activator == NULL' checks to some ACS functions.
- Added line and vertex lists to polyobjects so that I can do some
changes that won't work with only a seg list being maintained.
(SBarInfo update #23)
- Fixed: Drawing the amount of an inventory item in the player's inventory did
not work
- Added: PowerupTime to drawnumber and drawbar. You must specify a
powerupgiver. Although drawnumber goes in seconds the powerup has left
drawbar will use ticks for extra accuracy.
- I have increased cross-port compatibility with Skulltag. If an unknown
game mode is provided for sbarinfo's gamemode command it will ignore it and
continue.
- Added an option to consider intermission screens gameplay for purposes of
capturing the mouse.
- Changed: Telefragging should not thrust the victim if it isn't in precisely the
same position as the killer.
- fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned
object's position.
- Fixed: Ouch state was far to easy to achieve.
- Made all the basic texture classes local to their implementation.
They are not needed anywhere else.
- Changed the HackHack hack for corrupt 256 pixel high textures that
FMultiPatchTexture only calls a virtual function instead of doing any
type checks of the patch itself.
- Cleaned up the constant definitions in doomdata.h.
- Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp
because they are used only in this one file.
- Removed some more typedefs from r_defs.h and doomdata.h
- Moved local polyobject data definitions from p_local.h to po_man.cpp.
- Renamed player_s to player_t globally to get rid of the duplicate names
for this class.
- Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid
potential crashes in the situation that con_scaletext is 2 and somebody
uses a hud message as if a hud size was specified, but forgot to actually
set the hud size.
- Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar
into a single place.
- Fixed: Setting an invalid mug shot state crashed the game.
- Fixed my attempts to be clever with strings yesterday.
- If an actor's current target temporarily goes unshootable, its threshold
is now reset to 0, so it will more readily switch back to it.
- Fixed: Deactivating the game no longer allows reverb effects to continue
playing while the sound is paused.
- Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of
Flags.
- Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung
leaks and didn't allocate enough space for the fullStateName string.
- Disabled DUMB's mono destination mixers. It's not like I'm ever going to
target an original SoundBlaster, so they're a waste of space to have around.
This trims resample.obj down to ~60k now.
- Fixed: PrtScn/SysRq key did not work on Linux.
- Added an alternate module replay engine that uses foo_dumb's replayer, a
heavily customized version of DUMB (Dynamic Universal Music Bibliotheque).
It has been slightly modified by me:
* Added support for Ogg Vorbis-compressed samples in XM files ala FMOD.
* Removed excessive mallocs from the replay core.
* Rerolled the loops in resample.c. Unrolling them made the object file
~250k large while providing little benefit. Even at ~100k, I think it's
still larger than it ought to be, but I'll live with it for now.
Other than that, it's essentially the same thing you'd hear in foobar2000,
minus some subsong detection features. Release builds of the library look
like they might even be slightly faster than FMOD, which is a plus.
- Fixed: Timidity::font_add() did not release the file reader it created.
- Fixed: The SF2 loader did not free the sample headers in its destructor.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-03 21:48:49 +00:00
|
|
|
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
|
|
|
|
&& !(flags & DMG_THRUSTLESS))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int kickback;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
ang = R_PointToAngle2 (origin->x, origin->y,
|
|
|
|
target->x, target->y);
|
|
|
|
thrust = damage*(FRACUNIT>>3)*kickback / target->Mass;
|
|
|
|
// [RH] If thrust overflows, use a more reasonable amount
|
|
|
|
if (thrust < 0 || thrust > 10*FRACUNIT)
|
|
|
|
{
|
|
|
|
thrust = 10*FRACUNIT;
|
|
|
|
}
|
|
|
|
// make fall forwards sometimes
|
|
|
|
if ((damage < 40) && (damage > target->health)
|
|
|
|
&& (target->z - origin->z > 64*FRACUNIT)
|
|
|
|
&& (pr_damagemobj()&1)
|
|
|
|
// [RH] But only if not too fast and not flying
|
|
|
|
&& thrust < 10*FRACUNIT
|
|
|
|
&& !(target->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
ang += ANG180;
|
|
|
|
thrust *= 4;
|
|
|
|
}
|
|
|
|
ang >>= ANGLETOFINESHIFT;
|
|
|
|
if (source && source->player && (source == inflictor)
|
|
|
|
&& source->player->ReadyWeapon != NULL &&
|
|
|
|
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
|
|
|
{
|
|
|
|
// Staff power level 2
|
|
|
|
target->momx += FixedMul (10*FRACUNIT, finecosine[ang]);
|
|
|
|
target->momy += FixedMul (10*FRACUNIT, finesine[ang]);
|
|
|
|
if (!(target->flags & MF_NOGRAVITY))
|
|
|
|
{
|
|
|
|
target->momz += 5*FRACUNIT;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->momx += FixedMul (thrust, finecosine[ang]);
|
|
|
|
target->momy += FixedMul (thrust, finesine[ang]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// player specific
|
|
|
|
//
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000)
|
|
|
|
{ // player is invulnerable, so don't hurt him
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
|
|
|
|
if (player->isbot)
|
|
|
|
{
|
|
|
|
player->allround = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// end of game hell hack
|
|
|
|
if ((target->Sector->special & 255) == dDamage_End
|
|
|
|
&& damage >= target->health)
|
|
|
|
{
|
|
|
|
damage = target->health - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (damage < 1000 && ((target->player->cheats & CF_GODMODE)
|
|
|
|
|| (target->player->mo->flags2 & MF2_INVULNERABLE)))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Avoid friendly fire if enabled
|
|
|
|
if (source != NULL && player != source->player && target->IsTeammate (source))
|
|
|
|
{
|
|
|
|
FriendlyFire = true;
|
|
|
|
if (damage < 1000000)
|
|
|
|
{ // Still allow telefragging :-(
|
|
|
|
damage = (int)((float)damage * level.teamdamage);
|
|
|
|
if (damage <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
|
|
|
|
{
|
|
|
|
int newdam = damage;
|
|
|
|
player->mo->Inventory->AbsorbDamage (damage, mod, newdam);
|
|
|
|
damage = newdam;
|
|
|
|
if (damage <= 0)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
// [RH] Make voodoo dolls and real players record the same health
|
|
|
|
target->health = player->mo->health -= damage;
|
|
|
|
if (player->health < 50 && !deathmatch)
|
|
|
|
{
|
|
|
|
P_AutoUseStrifeHealth (player);
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
if (player->health < 0)
|
|
|
|
{
|
|
|
|
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
|
|
|
|
{
|
|
|
|
target->health -= damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// the damage has been dealt; now deal with the consequences
|
|
|
|
//
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
|
|
|
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)
|
|
|
|
{ // Death
|
|
|
|
target->special1 = damage;
|
|
|
|
// 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->IsKindOf (RUNTIME_CLASS(APhoenixFX1)))
|
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->DamageType = mod;
|
|
|
|
}
|
|
|
|
if (source && source->tracer && source->IsKindOf (RUNTIME_CLASS (AMinotaur)))
|
|
|
|
{ // 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->Die (source, inflictor);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
FState * woundstate = target->FindState(NAME_Wound, mod);
|
|
|
|
if (woundstate != NULL)
|
|
|
|
{
|
|
|
|
int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
|
|
|
|
|
|
|
|
if (target->health <= woundhealth)
|
|
|
|
{
|
|
|
|
target->SetState (woundstate);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
PainChanceList * pc = target->GetClass()->ActorInfo->PainChances;
|
|
|
|
int painchance = target->PainChance;
|
|
|
|
if (pc != NULL)
|
|
|
|
{
|
|
|
|
BYTE * ppc = pc->CheckKey(mod);
|
|
|
|
if (ppc != NULL)
|
|
|
|
{
|
|
|
|
painchance = *ppc;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(target->flags5 & MF5_NOPAIN) && (pr_damagemobj() < painchance) && !(target->flags & MF_SKULLFLY))
|
|
|
|
{
|
|
|
|
if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(ALightning)))
|
|
|
|
{
|
|
|
|
if (pr_lightning() < 96)
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
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
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
FState * painstate = target->FindState(NAME_Pain, mod);
|
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
|
|
|
if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(APoisonCloud)))
|
|
|
|
{
|
|
|
|
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
|
|
|
|
{
|
|
|
|
target->Howl ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
target->reactiontime = 0; // we're awake now...
|
|
|
|
if (source)
|
|
|
|
{
|
|
|
|
if (source == target->target)
|
|
|
|
{
|
|
|
|
target->threshold = BASETHRESHOLD;
|
|
|
|
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 = BASETHRESHOLD;
|
|
|
|
if (target->state == target->SpawnState && target->SeeState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->SeeState);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool AActor::OkayToSwitchTarget (AActor *other)
|
|
|
|
{
|
|
|
|
if (other == this)
|
|
|
|
return false; // [RH] Don't hate self (can happen when shooting barrels)
|
|
|
|
|
|
|
|
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;
|
2008-03-25 16:19:31 +00:00
|
|
|
if (flags5 & MF5_NOINFIGHTING) infight=-1;
|
|
|
|
else if (level.flags & LEVEL_TOTALINFIGHTING) infight=1;
|
|
|
|
else if (level.flags & LEVEL_NOINFIGHTING) infight=-1;
|
2008-01-27 11:25:03 +00:00
|
|
|
else infight = infighting;
|
|
|
|
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
|
|
|
|
{
|
|
|
|
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (source != NULL && source->player != player && player->mo->IsTeammate (source))
|
|
|
|
{
|
|
|
|
poison = (int)((float)poison * level.teamdamage);
|
|
|
|
}
|
|
|
|
if (poison > 0)
|
|
|
|
{
|
|
|
|
player->poisoncount += poison;
|
|
|
|
player->poisoner = poisoner;
|
|
|
|
if(player->poisoncount > 100)
|
|
|
|
{
|
|
|
|
player->poisoncount = 100;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_PoisonDamage - Similar to P_DamageMobj
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
void P_PoisonDamage (player_t *player, AActor *source, int damage,
|
|
|
|
bool playPainSound)
|
|
|
|
{
|
|
|
|
AActor *target;
|
|
|
|
AActor *inflictor;
|
|
|
|
|
|
|
|
target = player->mo;
|
|
|
|
inflictor = source;
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (target->flags2&MF2_INVULNERABLE && damage < 1000000)
|
|
|
|
{ // target is invulnerable
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
// Take half damage in trainer mode
|
|
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
|
|
}
|
|
|
|
if(damage < 1000 && ((player->cheats&CF_GODMODE)
|
|
|
|
|| (player->mo->flags2 & MF2_INVULNERABLE)))
|
|
|
|
{
|
|
|
|
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
|
|
|
|
target->special1 = damage;
|
|
|
|
if (player && inflictor && !player->morphTics)
|
|
|
|
{ // Check for flame death
|
|
|
|
if ((inflictor->DamageType == NAME_Fire)
|
|
|
|
&& (target->health > -50) && (damage > 25))
|
|
|
|
{
|
|
|
|
target->DamageType = NAME_Fire;
|
|
|
|
}
|
|
|
|
else target->DamageType = inflictor->DamageType;
|
|
|
|
}
|
|
|
|
target->Die (source, source);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (!(level.time&63) && playPainSound)
|
|
|
|
{
|
|
|
|
FState * painstate = target->FindState(NAME_Pain, target->DamageType);
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CheckCheatmode ();
|
|
|
|
|
|
|
|
CCMD (kill)
|
|
|
|
{
|
|
|
|
if (argv.argc() > 1)
|
|
|
|
{
|
2008-02-22 09:00:45 +00:00
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
if (!stricmp (argv[1], "monsters"))
|
|
|
|
{
|
|
|
|
// Kill all the monsters
|
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
|
|
Net_WriteByte (CHT_MASSACRE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-02-22 09:00:45 +00:00
|
|
|
Net_WriteByte (DEM_KILLCLASSCHEAT);
|
|
|
|
Net_WriteString (argv[1]);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Kill the player
|
|
|
|
Net_WriteByte (DEM_SUICIDE);
|
|
|
|
}
|
|
|
|
C_HideConsole ();
|
|
|
|
}
|