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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------
// Data.
# include "doomdef.h"
# include "gstrings.h"
# include "doomstat.h"
# include "m_random.h"
# include "i_system.h"
# include "announcer.h"
# include "am_map.h"
# include "c_console.h"
# include "c_dispatch.h"
# include "p_local.h"
# include "p_lnspec.h"
# include "p_effect.h"
# include "p_acs.h"
# include "b_bot.h" //Added by MC:
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# include "d_player.h"
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# include "a_sharedglobal.h"
# include "a_pickups.h"
# include "gi.h"
# include "templates.h"
# include "sbar.h"
# include "s_sound.h"
# include "g_level.h"
# include "d_net.h"
# include "d_netinf.h"
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# include "a_morph.h"
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static FRandom pr_obituary ( " Obituary " ) ;
static FRandom pr_botrespawn ( " BotRespawn " ) ;
static FRandom pr_killmobj ( " ActorDie " ) ;
FRandom pr_damagemobj ( " ActorTakeDamage " ) ;
static FRandom pr_lightning ( " LightningDamage " ) ;
static FRandom pr_poison ( " PoisonDamage " ) ;
static FRandom pr_switcher ( " SwitchTarget " ) ;
static FRandom pr_kickbackdir ( " KickbackDir " ) ;
CVAR ( Bool , cl_showsprees , true , CVAR_ARCHIVE )
CVAR ( Bool , cl_showmultikills , true , CVAR_ARCHIVE )
EXTERN_CVAR ( Bool , show_obituaries )
FName MeansOfDeath ;
//
// GET STUFF
//
//
// P_TouchSpecialThing
//
void P_TouchSpecialThing ( AActor * special , AActor * toucher )
{
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fixed_t delta = special - > Z ( ) - toucher - > Z ( ) ;
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// The pickup is at or above the toucher's feet OR
// The pickup is below the toucher.
if ( delta > toucher - > height | | delta < MIN ( - 32 * FRACUNIT , - special - > height ) )
{ // out of reach
return ;
}
// Dead thing touching.
// Can happen with a sliding player corpse.
if ( toucher - > health < = 0 )
return ;
//Added by MC: Finished with this destination.
if ( toucher - > player ! = NULL & & toucher - > player - > Bot ! = NULL & & special = = toucher - > player - > Bot - > dest )
{
toucher - > player - > Bot - > prev = toucher - > player - > Bot - > dest ;
toucher - > player - > Bot - > dest = NULL ;
}
special - > Touch ( toucher ) ;
}
// [RH]
// SexMessage: Replace parts of strings with gender-specific pronouns
//
// The following expansions are performed:
// %g -> he/she/it
// %h -> him/her/it
// %p -> his/her/its
// %o -> other (victim)
// %k -> killer
//
void SexMessage ( const char * from , char * to , int gender , const char * victim , const char * killer )
{
static const char * genderstuff [ 3 ] [ 3 ] =
{
{ " he " , " him " , " his " } ,
{ " she " , " her " , " her " } ,
{ " it " , " it " , " its " }
} ;
static const int gendershift [ 3 ] [ 3 ] =
{
{ 2 , 3 , 3 } ,
{ 3 , 3 , 3 } ,
{ 2 , 2 , 3 }
} ;
const char * subst = NULL ;
do
{
if ( * from ! = ' % ' )
{
* to + + = * from ;
}
else
{
int gendermsg = - 1 ;
switch ( from [ 1 ] )
{
case ' g ' : gendermsg = 0 ; break ;
case ' h ' : gendermsg = 1 ; break ;
case ' p ' : gendermsg = 2 ; break ;
case ' o ' : subst = victim ; break ;
case ' k ' : subst = killer ; break ;
}
if ( subst ! = NULL )
{
size_t len = strlen ( subst ) ;
memcpy ( to , subst , len ) ;
to + = len ;
from + + ;
subst = NULL ;
}
else if ( gendermsg < 0 )
{
* to + + = ' % ' ;
}
else
{
strcpy ( to , genderstuff [ gender ] [ gendermsg ] ) ;
to + = gendershift [ gender ] [ gendermsg ] ;
from + + ;
}
}
} while ( * from + + ) ;
}
// [RH]
// ClientObituary: Show a message when a player dies
//
void ClientObituary ( AActor * self , AActor * inflictor , AActor * attacker , int dmgflags )
{
FName mod ;
const char * message ;
const char * messagename ;
char gendermessage [ 1024 ] ;
int gender ;
// No obituaries for non-players, voodoo dolls or when not wanted
if ( self - > player = = NULL | | self - > player - > mo ! = self | | ! show_obituaries )
return ;
gender = self - > player - > userinfo . GetGender ( ) ;
// Treat voodoo dolls as unknown deaths
if ( inflictor & & inflictor - > player & & inflictor - > player - > mo ! = inflictor )
MeansOfDeath = NAME_None ;
mod = MeansOfDeath ;
message = NULL ;
messagename = NULL ;
if ( attacker = = NULL | | attacker - > player ! = NULL )
{
if ( mod = = NAME_Telefrag )
{
if ( AnnounceTelefrag ( attacker , self ) )
return ;
}
else
{
if ( AnnounceKill ( attacker , self ) )
return ;
}
}
switch ( mod )
{
case NAME_Suicide : messagename = " OB_SUICIDE " ; break ;
case NAME_Falling : messagename = " OB_FALLING " ; break ;
case NAME_Crush : messagename = " OB_CRUSH " ; break ;
case NAME_Exit : messagename = " OB_EXIT " ; break ;
case NAME_Drowning : messagename = " OB_WATER " ; break ;
case NAME_Slime : messagename = " OB_SLIME " ; break ;
case NAME_Fire : if ( attacker = = NULL ) messagename = " OB_LAVA " ; break ;
}
// Check for being killed by a voodoo doll.
if ( inflictor & & inflictor - > player & & inflictor - > player - > mo ! = inflictor )
{
messagename = " OB_VOODOO " ;
}
if ( messagename ! = NULL )
message = GStrings ( messagename ) ;
if ( attacker ! = NULL & & message = = NULL )
{
if ( attacker = = self )
{
message = GStrings ( " OB_KILLEDSELF " ) ;
}
else if ( attacker - > player = = NULL )
{
if ( mod = = NAME_Telefrag )
{
message = GStrings ( " OB_MONTELEFRAG " ) ;
}
else if ( mod = = NAME_Melee & & attacker - > GetClass ( ) - > HitObituary . IsNotEmpty ( ) )
{
message = attacker - > GetClass ( ) - > HitObituary ;
}
else if ( attacker - > GetClass ( ) - > Obituary . IsNotEmpty ( ) )
{
message = attacker - > GetClass ( ) - > Obituary ;
}
}
}
if ( message = = NULL & & attacker ! = NULL & & attacker - > player ! = NULL )
{
if ( self - > player ! = attacker - > player & & self - > IsTeammate ( attacker ) )
{
self = attacker ;
gender = self - > player - > userinfo . GetGender ( ) ;
mysnprintf ( gendermessage , countof ( gendermessage ) , " OB_FRIENDLY%c " , ' 1 ' + ( pr_obituary ( ) & 3 ) ) ;
message = GStrings ( gendermessage ) ;
}
else
{
if ( mod = = NAME_Telefrag ) message = GStrings ( " OB_MPTELEFRAG " ) ;
if ( message = = NULL )
{
if ( inflictor ! = NULL & & inflictor - > GetClass ( ) - > Obituary . IsNotEmpty ( ) )
{
message = inflictor - > GetClass ( ) - > Obituary ;
}
if ( message = = NULL & & ( dmgflags & DMG_PLAYERATTACK ) & & attacker - > player - > ReadyWeapon ! = NULL )
{
message = attacker - > player - > ReadyWeapon - > GetClass ( ) - > Obituary ;
}
if ( message = = NULL )
{
switch ( mod )
{
case NAME_BFGSplash : messagename = " OB_MPBFG_SPLASH " ; break ;
case NAME_Railgun : messagename = " OB_RAILGUN " ; break ;
}
if ( messagename ! = NULL )
message = GStrings ( messagename ) ;
}
if ( message = = NULL )
{
message = attacker - > GetClass ( ) - > Obituary ;
}
}
}
}
else attacker = self ; // for the message creation
if ( message ! = NULL & & message [ 0 ] = = ' $ ' )
{
message = GStrings [ message + 1 ] ;
}
if ( message = = NULL )
{
message = GStrings ( " OB_DEFAULT " ) ;
}
// [CK] Don't display empty strings
if ( message = = NULL | | strlen ( message ) < = 0 )
return ;
SexMessage ( message , gendermessage , gender ,
self - > player - > userinfo . GetName ( ) , attacker - > player - > userinfo . GetName ( ) ) ;
Printf ( PRINT_MEDIUM , " %s \n " , gendermessage ) ;
}
//
// KillMobj
//
EXTERN_CVAR ( Int , fraglimit )
void AActor : : Die ( AActor * source , AActor * inflictor , int dmgflags )
{
// Handle possible unmorph on death
bool wasgibbed = ( health < GetGibHealth ( ) ) ;
AActor * realthis = NULL ;
int realstyle = 0 ;
int realhealth = 0 ;
if ( P_MorphedDeath ( this , & realthis , & realstyle , & realhealth ) )
{
if ( ! ( realstyle & MORPH_UNDOBYDEATHSAVES ) )
{
if ( wasgibbed )
{
int realgibhealth = realthis - > GetGibHealth ( ) ;
if ( realthis - > health > = realgibhealth )
{
realthis - > health = realgibhealth - 1 ; // if morphed was gibbed, so must original be (where allowed)l
}
}
realthis - > Die ( source , inflictor , dmgflags ) ;
}
return ;
}
// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
effects & = ~ FX_RESPAWNINVUL ;
//flags &= ~MF_INVINCIBLE;
if ( debugfile & & this - > player )
{
static int dieticks [ MAXPLAYERS ] ; // [ZzZombo] not used? Except if for peeking in debugger...
int pnum = int ( this - > player - players ) ;
dieticks [ pnum ] = gametic ;
fprintf ( debugfile , " died (%d) on tic %d (%s) \n " , pnum , gametic ,
this - > player - > cheats & CF_PREDICTING ? " predicting " : " real " ) ;
}
// [RH] Notify this actor's items.
for ( AInventory * item = Inventory ; item ! = NULL ; )
{
AInventory * next = item - > Inventory ;
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 ;
if ( ( flags3 & MF3_ISMONSTER ) | | FindState ( NAME_Raise ) ! = NULL | | IsKindOf ( RUNTIME_CLASS ( APlayerPawn ) ) )
{ // [RH] Only monsters get to be corpses.
// Objects with a raise state should get the flag as well so they can
// be revived by an Arch-Vile. Batman Doom needs this.
// [RC] And disable this if DONTCORPSE is set, of course.
if ( ! ( flags6 & MF6_DONTCORPSE ) ) flags | = MF_CORPSE ;
}
flags6 | = MF6_KILLED ;
// [RH] Allow the death height to be overridden using metadata.
fixed_t metaheight = - 1 ;
if ( DamageType = = NAME_Fire )
{
metaheight = GetClass ( ) - > BurnHeight ;
}
if ( metaheight < 0 )
{
metaheight = GetClass ( ) - > DeathHeight ;
}
if ( metaheight < 0 )
{
height > > = 2 ;
}
else
{
height = MAX < fixed_t > ( metaheight , 0 ) ;
}
// [RH] If the thing has a special, execute and remove it
// Note that the thing that killed it is considered
// the activator of the script.
// New: In Hexen, the thing that died is the activator,
// so now a level flag selects who the activator gets to be.
// Everything is now moved to P_ActivateThingSpecial().
if ( special & & ( ! ( flags & MF_SPECIAL ) | | ( flags3 & MF3_ISMONSTER ) )
& & ! ( activationtype & THINGSPEC_NoDeathSpecial ) )
{
P_ActivateThingSpecial ( this , source , true ) ;
}
if ( CountsAsKill ( ) )
level . killed_monsters + + ;
if ( source & & source - > player )
{
if ( CountsAsKill ( ) )
{ // count for intermission
source - > player - > killcount + + ;
}
// Don't count any frags at level start, because they're just telefrags
// resulting from insufficient deathmatch starts, and it wouldn't be
// fair to count them toward a player's score.
if ( player & & level . maptime )
{
source - > player - > frags [ player - players ] + + ;
if ( player = = source - > player ) // [RH] Cumulative frag count
{
char buff [ 256 ] ;
player - > fragcount - - ;
if ( deathmatch & & player - > spreecount > = 5 & & cl_showsprees )
{
SexMessage ( GStrings ( " SPREEKILLSELF " ) , buff ,
player - > userinfo . GetGender ( ) , player - > userinfo . GetName ( ) ,
player - > userinfo . GetName ( ) ) ;
StatusBar - > AttachMessage ( new DHUDMessageFadeOut ( SmallFont , buff ,
1.5f , 0.2f , 0 , 0 , CR_WHITE , 3.f , 0.5f ) , MAKE_ID ( ' K ' , ' S ' , ' P ' , ' R ' ) ) ;
}
}
else
{
if ( ( dmflags2 & DF2_YES_LOSEFRAG ) & & deathmatch )
player - > fragcount - - ;
if ( this - > IsTeammate ( source ) )
{
source - > player - > fragcount - - ;
}
else
{
+ + source - > player - > fragcount ;
+ + source - > player - > spreecount ;
}
if ( source - > player - > morphTics )
{ // Make a super chicken
source - > GiveInventoryType ( 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 . GetGender ( ) ,
player - > userinfo . GetName ( ) , source - > player - > userinfo . GetName ( ) ) ;
StatusBar - > AttachMessage ( new DHUDMessageFadeOut ( SmallFont , buff ,
1.5f , 0.2f , 0 , 0 , CR_WHITE , 3.f , 0.5f ) , MAKE_ID ( ' K ' , ' S ' , ' P ' , ' R ' ) ) ;
}
}
else if ( spreemsg ! = NULL )
{
if ( ! AnnounceSpree ( source ) )
{
SexMessage ( spreemsg , buff , player - > userinfo . GetGender ( ) ,
player - > userinfo . GetName ( ) , source - > player - > userinfo . GetName ( ) ) ;
StatusBar - > AttachMessage ( new DHUDMessageFadeOut ( SmallFont , buff ,
1.5f , 0.2f , 0 , 0 , CR_WHITE , 3.f , 0.5f ) , MAKE_ID ( ' K ' , ' S ' , ' P ' , ' R ' ) ) ;
}
}
}
}
// [RH] Multikills
if ( player ! = source - > player )
{
source - > player - > multicount + + ;
if ( source - > player - > lastkilltime > 0 )
{
if ( source - > player - > lastkilltime < level . time - 3 * TICRATE )
{
source - > player - > multicount = 1 ;
}
if ( deathmatch & &
source - > CheckLocalView ( consoleplayer ) & &
cl_showmultikills )
{
const char * multimsg ;
switch ( source - > player - > multicount )
{
case 1 :
multimsg = NULL ;
break ;
case 2 :
multimsg = GStrings ( " MULTI2 " ) ;
break ;
case 3 :
multimsg = GStrings ( " MULTI3 " ) ;
break ;
case 4 :
multimsg = GStrings ( " MULTI4 " ) ;
break ;
default :
multimsg = GStrings ( " MULTI5 " ) ;
break ;
}
if ( multimsg ! = NULL )
{
char buff [ 256 ] ;
if ( ! AnnounceMultikill ( source ) )
{
SexMessage ( multimsg , buff , player - > userinfo . GetGender ( ) ,
player - > userinfo . GetName ( ) , source - > player - > userinfo . GetName ( ) ) ;
StatusBar - > AttachMessage ( new DHUDMessageFadeOut ( SmallFont , buff ,
1.5f , 0.8f , 0 , 0 , CR_RED , 3.f , 0.5f ) , MAKE_ID ( ' M ' , ' K ' , ' I ' , ' L ' ) ) ;
}
}
}
}
source - > player - > lastkilltime = level . time ;
}
// [RH] Implement fraglimit
if ( deathmatch & & fraglimit & &
fraglimit < = D_GetFragCount ( source - > player ) )
{
Printf ( " %s \n " , GStrings ( " TXT_FRAGLIMIT " ) ) ;
G_ExitLevel ( 0 , false ) ;
}
}
}
else if ( ! multiplayer & & CountsAsKill ( ) )
{
// count all monster deaths,
// even those caused by other monsters
players [ 0 ] . killcount + + ;
}
if ( player )
{
// [RH] Death messages
ClientObituary ( this , inflictor , source , dmgflags ) ;
// Death script execution, care of Skull Tag
FBehavior : : StaticStartTypedScripts ( SCRIPT_Death , this , true ) ;
// [RH] Force a delay between death and respawn
player - > respawn_time = level . time + TICRATE ;
//Added by MC: Respawn bots
if ( bglobal . botnum & & ! demoplayback )
{
if ( player - > Bot ! = NULL )
player - > Bot - > t_respawn = ( pr_botrespawn ( ) % 15 ) + ( ( bglobal . botnum - 1 ) * 2 ) + TICRATE + 1 ;
//Added by MC: Discard enemies.
for ( int i = 0 ; i < MAXPLAYERS ; i + + )
{
if ( players [ i ] . Bot ! = NULL & & this = = players [ i ] . Bot - > enemy )
{
if ( players [ i ] . Bot - > dest = = players [ i ] . Bot - > enemy )
players [ i ] . Bot - > dest = NULL ;
players [ i ] . Bot - > enemy = NULL ;
}
}
player - > spreecount = 0 ;
player - > multicount = 0 ;
}
// count environment kills against you
if ( ! source )
{
player - > frags [ player - players ] + + ;
player - > fragcount - - ; // [RH] Cumulative frag count
}
flags & = ~ MF_SOLID ;
player - > playerstate = PST_DEAD ;
P_DropWeapon ( player ) ;
if ( this = = players [ consoleplayer ] . camera & & automapactive )
{
// don't die in auto map, switch view prior to dying
AM_Stop ( ) ;
}
// [GRB] Clear extralight. When you killed yourself with weapon that
// called A_Light1/2 before it called A_Light0, extraligh remained.
player - > extralight = 0 ;
}
// [RH] If this is the unmorphed version of another monster, destroy this
// actor, because the morphed version is the one that will stick around in
// the level.
if ( flags & MF_UNMORPHED )
{
Destroy ( ) ;
return ;
}
FState * diestate = NULL ;
int gibhealth = GetGibHealth ( ) ;
ActorFlags4 iflags4 = inflictor = = NULL ? ActorFlags4 : : FromInt ( 0 ) : inflictor - > flags4 ;
bool extremelydead = ( ( health < gibhealth | | iflags4 & MF4_EXTREMEDEATH ) & & ! ( iflags4 & MF4_NOEXTREMEDEATH ) ) ;
// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
if ( DamageType = = NAME_Extreme )
{
extremelydead = true ;
DamageType = NAME_None ;
}
// find the appropriate death state. The order is:
//
// 1. If damagetype is not 'none' and death is extreme, try a damage type specific extreme death state
// 2. If no such state is found or death is not extreme try a damage type specific normal death state
// 3. If damagetype is 'ice' and actor is a monster or player, try the generic freeze death (unless prohibited)
// 4. If no state has been found and death is extreme, try the extreme death state
// 5. If no such state is found or death is not extreme try the regular death state.
// 6. If still no state has been found, destroy the actor immediately.
if ( DamageType ! = NAME_None )
{
if ( extremelydead )
{
FName labels [ ] = { NAME_Death , NAME_Extreme , DamageType } ;
diestate = FindState ( 3 , labels , true ) ;
}
if ( diestate = = NULL )
{
diestate = FindState ( NAME_Death , DamageType , true ) ;
if ( diestate ! = NULL ) extremelydead = false ;
}
if ( diestate = = NULL )
{
if ( DamageType = = NAME_Ice )
{ // If an actor doesn't have an ice death, we can still give them a generic one.
if ( ! deh . NoAutofreeze & & ! ( flags4 & MF4_NOICEDEATH ) & & ( player | | ( flags3 & MF3_ISMONSTER ) ) )
{
diestate = FindState ( NAME_GenericFreezeDeath ) ;
extremelydead = false ;
}
}
}
}
if ( diestate = = NULL )
{
// Don't pass on a damage type this actor cannot handle.
// (most importantly, prevent barrels from passing on ice damage.)
// Massacre must be preserved though.
if ( DamageType ! = NAME_Massacre )
{
DamageType = NAME_None ;
}
if ( extremelydead )
{ // Extreme death
diestate = FindState ( NAME_Death , NAME_Extreme , true ) ;
}
if ( diestate = = NULL )
{ // Normal death
extremelydead = false ;
diestate = FindState ( NAME_Death ) ;
}
}
if ( extremelydead )
{
// We'll only get here if an actual extreme death state was used.
// For players, mark the appropriate flag.
if ( player ! = NULL )
{
player - > cheats | = CF_EXTREMELYDEAD ;
}
// If a non-player, mark as extremely dead for the crash state.
else if ( health > = gibhealth )
{
health = gibhealth - 1 ;
}
}
if ( diestate ! = NULL )
{
SetState ( diestate ) ;
if ( tics > 1 )
{
tics - = pr_killmobj ( ) & 3 ;
if ( tics < 1 )
tics = 1 ;
}
}
else
{
Destroy ( ) ;
}
}
//---------------------------------------------------------------------------
//
// 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 ;
for ( AInventory * inv = player - > mo - > Inventory ; inv ! = NULL ; inv = inv - > Inventory )
{
if ( inv - > Amount > 0 & & inv - > IsKindOf ( RUNTIME_CLASS ( AHealthPickup ) ) )
{
int mode = static_cast < AHealthPickup * > ( inv ) - > 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 ;
for ( AInventory * inv = player - > mo - > Inventory ; inv ! = NULL ; inv = inv - > Inventory )
{
if ( inv - > Amount > 0 & & inv - > IsKindOf ( RUNTIME_CLASS ( AHealthPickup ) ) )
{
int mode = static_cast < AHealthPickup * > ( inv ) - > autousemode ;
if ( mode = = 3 ) Items . Push ( inv ) ;
}
}
if ( ! sv_disableautohealth )
{
while ( Items . Size ( ) > 0 )
{
int maxhealth = 0 ;
int index = - 1 ;
// Find the largest item in the list
for ( unsigned i = 0 ; i < Items . Size ( ) ; i + + )
{
if ( Items [ i ] - > health > maxhealth )
{
index = i ;
maxhealth = Items [ i ] - > Amount ;
}
}
while ( player - > health < 50 )
{
if ( ! player - > mo - > UseInventory ( Items [ index ] ) )
break ;
}
if ( player - > health > = 50 ) return ;
// Using all of this item was not enough so delete it and restart with the next best one
Items . Delete ( index ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
=
= P_DamageMobj
=
= Damages both enemies and players
= inflictor is the thing that caused the damage
= creature or missile , can be NULL ( slime , etc )
= source is the thing to target after taking damage
= creature or NULL
= Source and inflictor are the same for melee attacks
= source can be null for barrel explosions and other environmental stuff
= = = = = = = = = = = = = = = = = =
*/
static inline bool MustForcePain ( AActor * target , AActor * inflictor )
{
return ( ! ( target - > flags5 & MF5_NOPAIN ) & & inflictor ! = NULL & &
( inflictor - > flags6 & MF6_FORCEPAIN ) & & ! ( inflictor - > flags5 & MF5_PAINLESS ) ) ;
}
static inline bool isFakePain ( AActor * target , AActor * inflictor , int damage )
{
return ( ( target - > flags7 & MF7_ALLOWPAIN & & damage > 0 ) | | ( ( inflictor ! = NULL ) & & ( inflictor - > flags7 & MF7_CAUSEPAIN ) ) ) ;
}
// Returns the amount of damage actually inflicted upon the target, or -1 if
// the damage was cancelled.
2016-03-01 15:38:45 +00:00
int P_DamageMobj ( AActor * target , AActor * inflictor , AActor * source , int damage , FName mod , int flags , angle_t angle )
2016-01-17 18:09:05 +00:00
{
unsigned ang ;
player_t * player = NULL ;
fixed_t thrust ;
int temp ;
int painchance = 0 ;
FState * woundstate = NULL ;
PainChanceList * pc = NULL ;
bool justhit = false ;
bool plrDontThrust = false ;
bool invulpain = false ;
bool fakedPain = false ;
bool forcedPain = false ;
int fakeDamage = 0 ;
int holdDamage = 0 ;
int rawdamage = damage ;
if ( damage < 0 ) damage = 0 ;
if ( target = = NULL | | ! ( ( target - > flags & MF_SHOOTABLE ) | | ( target - > flags6 & MF6_VULNERABLE ) ) )
{ // Shouldn't happen
return - 1 ;
}
//Rather than unnecessarily call the function over and over again, let's be a little more efficient.
fakedPain = ( isFakePain ( target , inflictor , damage ) ) ;
forcedPain = ( MustForcePain ( target , inflictor ) ) ;
// Spectral targets only take damage from spectral projectiles.
if ( target - > flags4 & MF4_SPECTRAL & & damage < TELEFRAG_DAMAGE )
{
if ( inflictor = = NULL | | ! ( inflictor - > flags4 & MF4_SPECTRAL ) )
{
return - 1 ;
}
}
if ( target - > health < = 0 )
{
2016-01-17 18:50:34 +00:00
if ( inflictor & & mod = = NAME_Ice & & ! ( inflictor - > flags7 & MF7_ICESHATTER ) )
2016-01-17 18:09:05 +00:00
{
return - 1 ;
}
else if ( target - > flags & MF_ICECORPSE ) // frozen
{
target - > tics = 1 ;
target - > flags6 | = MF6_SHATTERING ;
2016-03-12 13:11:43 +00:00
target - > vel . x = target - > vel . y = target - > vel . z = 0 ;
2016-01-17 18:09:05 +00:00
}
return - 1 ;
}
// [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 ) & & ( rawdamage < TELEFRAG_DAMAGE ) & & ( ! ( 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 - 1 ;
}
}
else
{
// Players are optionally excluded from getting thrust by damage.
if ( static_cast < APlayerPawn * > ( target ) - > PlayerFlags & PPF_NOTHRUSTWHENINVUL )
{
if ( fakedPain )
plrDontThrust = 1 ;
else
return - 1 ;
}
}
}
if ( inflictor ! = NULL )
{
if ( inflictor - > flags5 & MF5_PIERCEARMOR )
flags | = DMG_NO_ARMOR ;
}
MeansOfDeath = mod ;
// [RH] Andy Baker's Stealth monsters
if ( target - > flags & MF_STEALTH )
{
target - > alpha = OPAQUE ;
target - > visdir = - 1 ;
}
if ( target - > flags & MF_SKULLFLY )
{
2016-03-12 13:11:43 +00:00
target - > vel . x = target - > vel . y = target - > vel . z = 0 ;
2016-01-17 18:09:05 +00:00
}
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 - 1 ;
}
2016-01-17 19:57:55 +00:00
if ( ( rawdamage < TELEFRAG_DAMAGE ) | | ( target - > flags7 & MF7_LAXTELEFRAGDMG ) ) // TELEFRAG_DAMAGE may only be reduced with LAXTELEFRAGDMG or it may not guarantee its effect.
2016-01-17 18:09:05 +00:00
{
if ( player & & damage > 1 )
{
2016-02-10 16:06:33 +00:00
// Take half damage in trainer mode
damage = FixedMul ( damage , G_SkillProperty ( SKILLP_DamageFactor ) ) ;
}
// Special damage types
if ( inflictor )
{
if ( inflictor - > flags4 & MF4_SPECTRAL )
2016-01-17 18:09:05 +00:00
{
2016-02-10 16:06:33 +00:00
if ( player ! = NULL )
{
if ( ! deathmatch & & inflictor - > FriendPlayer > 0 )
return - 1 ;
}
else if ( target - > flags4 & MF4_SPECTRAL )
{
if ( inflictor - > FriendPlayer = = 0 & & ! target - > IsHostile ( inflictor ) )
return - 1 ;
}
2016-01-17 18:09:05 +00:00
}
damage = inflictor - > DoSpecialDamage ( target , damage , mod ) ;
if ( damage < 0 )
2016-02-10 16:06:33 +00:00
{
return - 1 ;
}
2016-01-17 18:09:05 +00:00
}
int olddam = damage ;
if ( damage > 0 & & source ! = NULL )
{
2016-02-10 16:06:33 +00:00
damage = FixedMul ( damage , source - > DamageMultiply ) ;
2016-01-17 18:09:05 +00:00
// Handle active damage modifiers (e.g. PowerDamage)
if ( damage > 0 & & source - > Inventory ! = NULL )
{
source - > Inventory - > ModifyDamage ( damage , mod , damage , false ) ;
2016-02-10 16:06:33 +00:00
}
2016-01-17 18:09:05 +00:00
}
2016-02-10 16:06:33 +00:00
// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
2016-01-17 18:09:05 +00:00
if ( damage > 0 & & ( target - > Inventory ! = NULL ) & & ! ( flags & DMG_NO_PROTECT ) )
2016-02-10 16:06:33 +00:00
{
2016-01-17 18:09:05 +00:00
target - > Inventory - > ModifyDamage ( damage , mod , damage , true ) ;
}
if ( damage > 0 & & ! ( flags & DMG_NO_FACTOR ) )
{
2016-02-10 16:06:33 +00:00
damage = FixedMul ( damage , target - > DamageFactor ) ;
if ( damage > 0 )
{
damage = DamageTypeDefinition : : ApplyMobjDamageFactor ( damage , mod , target - > GetClass ( ) - > DamageFactors ) ;
}
2016-01-17 18:09:05 +00:00
}
if ( damage > = 0 )
{
damage = target - > TakeSpecialDamage ( inflictor , source , damage , mod ) ;
}
// '<0' is handled below. This only handles the case where damage gets reduced to 0.
if ( damage = = 0 & & olddam > 0 )
{
2016-02-10 16:06:33 +00:00
{ // Still allow FORCEPAIN
if ( forcedPain )
2016-01-17 18:09:05 +00:00
{
2016-02-10 16:06:33 +00:00
goto dopain ;
2016-01-17 18:09:05 +00:00
}
2016-02-10 16:06:33 +00:00
else if ( fakedPain )
2016-01-17 18:09:05 +00:00
{
2016-02-10 16:06:33 +00:00
goto fakepain ;
2016-01-17 18:09:05 +00:00
}
2016-02-10 16:06:33 +00:00
return - 1 ;
}
2016-01-17 18:09:05 +00:00
}
}
if ( target - > flags5 & MF5_NODAMAGE )
{
damage = 0 ;
2016-02-10 16:06:33 +00:00
}
2016-01-17 18:09:05 +00:00
}
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 - 1 ;
}
// Push the target unless the source's weapon's kickback is 0.
// (i.e. Gauntlets/Chainsaw)
if ( ! plrDontThrust & & inflictor & & inflictor ! = target // [RH] Not if hurting own self
& & ! ( target - > flags & MF_NOCLIP )
& & ! ( inflictor - > flags2 & MF2_NODMGTHRUST )
& & ! ( flags & DMG_THRUSTLESS )
& & ! ( target - > flags7 & MF7_DONTTHRUST )
& & ( source = = NULL | | source - > player = = NULL | | ! ( source - > flags2 & MF2_NODMGTHRUST ) ) )
{
int kickback ;
if ( inflictor & & inflictor - > projectileKickback )
kickback = inflictor - > projectileKickback ;
else if ( ! source | | ! source - > player | | ! source - > player - > ReadyWeapon )
kickback = gameinfo . defKickback ;
else
kickback = source - > player - > ReadyWeapon - > Kickback ;
if ( kickback )
{
AActor * origin = ( source & & ( flags & DMG_INFLICTOR_IS_PUFF ) ) ? source : inflictor ;
2016-03-01 15:38:45 +00:00
if ( flags & DMG_USEANGLE )
2016-01-17 18:09:05 +00:00
{
2016-03-01 15:38:45 +00:00
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.)
2016-01-17 18:09:05 +00:00
ang = pr_kickbackdir . GenRand32 ( ) ;
}
else
{
2016-01-17 19:57:55 +00:00
ang = origin - > AngleTo ( target ) ;
2016-01-17 18:09:05 +00:00
}
// Calculate this as float to avoid overflows so that the
// clamping that had to be done here can be removed.
double fltthrust ;
fltthrust = mod = = NAME_MDK ? 10 : 32 ;
if ( target - > Mass > 0 )
{
fltthrust = clamp ( ( damage * 0.125 * kickback ) / target - > Mass , 0. , fltthrust ) ;
}
thrust = FLOAT2FIXED ( fltthrust ) ;
// Don't apply ultra-small damage thrust
if ( thrust < FRACUNIT / 100 ) thrust = 0 ;
// make fall forwards sometimes
if ( ( damage < 40 ) & & ( damage > target - > health )
2016-01-17 19:57:55 +00:00
& & ( target - > Z ( ) - origin - > Z ( ) > 64 * FRACUNIT )
2016-01-17 18:09:05 +00:00
& & ( pr_damagemobj ( ) & 1 )
// [RH] But only if not too fast and not flying
& & thrust < 10 * FRACUNIT
& & ! ( target - > flags & MF_NOGRAVITY )
& & ( inflictor = = NULL | | ! ( inflictor - > flags5 & MF5_NOFORWARDFALL ) )
)
{
ang + = ANG180 ;
thrust * = 4 ;
}
ang > > = ANGLETOFINESHIFT ;
if ( source & & source - > player & & ( flags & DMG_INFLICTOR_IS_PUFF )
& & source - > player - > ReadyWeapon ! = NULL & &
( source - > player - > ReadyWeapon - > WeaponFlags & WIF_STAFF2_KICKBACK ) )
{
// Staff power level 2
2016-03-12 13:11:43 +00:00
target - > vel . x + = FixedMul ( 10 * FRACUNIT , finecosine [ ang ] ) ;
target - > vel . y + = FixedMul ( 10 * FRACUNIT , finesine [ ang ] ) ;
2016-01-17 18:09:05 +00:00
if ( ! ( target - > flags & MF_NOGRAVITY ) )
{
2016-03-12 13:11:43 +00:00
target - > vel . z + = 5 * FRACUNIT ;
2016-01-17 18:09:05 +00:00
}
}
else
{
2016-03-12 13:11:43 +00:00
target - > vel . x + = FixedMul ( thrust , finecosine [ ang ] ) ;
target - > vel . y + = FixedMul ( thrust , finesine [ ang ] ) ;
2016-01-17 18:09:05 +00:00
}
}
}
// [RH] Avoid friendly fire if enabled
if ( ! ( flags & DMG_FORCED ) & & source ! = NULL & &
( ( player & & player ! = source - > player ) | | ( ! player & & target ! = source ) ) & &
target - > IsTeammate ( source ) )
{
2016-01-17 19:57:55 +00:00
//Use the original damage to check for telefrag amount. Don't let the now-amplified damagetypes do it.
if ( rawdamage < TELEFRAG_DAMAGE | | ( target - > flags7 & MF7_LAXTELEFRAGDMG ) )
2016-01-17 18:09:05 +00:00
{ // Still allow telefragging :-(
damage = ( int ) ( ( float ) damage * level . teamdamage ) ;
if ( damage < 0 )
{
return damage ;
}
else if ( damage = = 0 )
{
if ( forcedPain )
{
goto dopain ;
}
else if ( fakedPain )
{
goto fakepain ;
}
return - 1 ;
}
}
}
//
// player specific
//
if ( player )
{
//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
2016-01-17 19:57:55 +00:00
if ( ( target - > Sector - > Flags & SECF_ENDLEVEL ) & & damage > = target - > health )
2016-01-17 18:09:05 +00:00
{
damage = target - > health - 1 ;
}
if ( ! ( flags & DMG_FORCED ) )
{
// check the real player, not a voodoo doll here for invulnerability effects
if ( ( rawdamage < TELEFRAG_DAMAGE & & ( ( player - > mo - > flags2 & MF2_INVULNERABLE ) | |
( player - > cheats & CF_GODMODE ) ) ) | |
( player - > cheats & CF_GODMODE2 ) | | ( player - > mo - > flags5 & MF5_NODAMAGE ) )
//Absolutely no hurting if NODAMAGE is involved. Same for GODMODE2.
{ // player is invulnerable, so don't hurt him
//Make sure no godmodes and NOPAIN flags are found first.
//Then, check to see if the player has NODAMAGE or ALLOWPAIN, or inflictor has CAUSEPAIN.
if ( ( player - > cheats & CF_GODMODE ) | | ( player - > cheats & CF_GODMODE2 ) | | ( player - > mo - > flags5 & MF5_NOPAIN ) )
return - 1 ;
else if ( ( ( ( player - > mo - > flags7 & MF7_ALLOWPAIN ) | | ( player - > mo - > flags5 & MF5_NODAMAGE ) ) | | ( ( inflictor ! = NULL ) & & ( inflictor - > flags7 & MF7_CAUSEPAIN ) ) ) )
{
invulpain = true ;
goto fakepain ;
}
else
return - 1 ;
}
if ( ! ( flags & DMG_NO_ARMOR ) & & player - > mo - > Inventory ! = NULL )
{
int newdam = damage ;
if ( damage > 0 )
{
player - > mo - > Inventory - > AbsorbDamage ( damage , mod , newdam ) ;
}
if ( ( rawdamage < TELEFRAG_DAMAGE ) | | ( 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 )
{
// If MF6_FORCEPAIN is set, make the player enter the pain state.
if ( ! ( target - > flags5 & MF5_NOPAIN ) & & inflictor ! = NULL & &
( inflictor - > flags6 & MF6_FORCEPAIN ) & & ! ( inflictor - > flags5 & MF5_PAINLESS )
& & ( ! ( player - > mo - > flags2 & MF2_INVULNERABLE ) ) & & ( ! ( player - > cheats & CF_GODMODE ) ) & & ( ! ( player - > cheats & CF_GODMODE2 ) ) )
{
goto dopain ;
}
return damage ;
}
}
if ( damage > = player - > health & & rawdamage < TELEFRAG_DAMAGE
& & ( G_SkillProperty ( SKILLP_AutoUseHealth ) | | deathmatch )
& & ! player - > morphTics )
{ // Try to use some inventory health
P_AutoUseHealth ( player , damage - player - > health + 1 ) ;
}
}
player - > health - = damage ; // mirror mobj health here for Dave
// [RH] Make voodoo dolls and real players record the same health
target - > health = player - > mo - > health - = damage ;
if ( player - > health < 50 & & ! deathmatch & & ! ( flags & DMG_FORCED ) )
{
P_AutoUseStrifeHealth ( player ) ;
player - > mo - > health = player - > health ;
}
if ( player - > health < = 0 )
{
// [SP] Buddha cheat: if the player is about to die, rescue him to 1 health.
// This does not save the player if damage >= TELEFRAG_DAMAGE, still need to
// telefrag him right? ;) (Unfortunately the damage is "absorbed" by armor,
// but telefragging should still do enough damage to kill the player)
// Ignore players that are already dead.
// [MC]Buddha2 absorbs telefrag damage, and anything else thrown their way.
if ( ! ( flags & DMG_FORCED ) & & ( ( ( player - > cheats & CF_BUDDHA2 ) | | ( ( ( player - > cheats & CF_BUDDHA ) | | ( player - > mo - > flags7 & MF7_BUDDHA ) ) & & ( rawdamage < TELEFRAG_DAMAGE ) ) ) & & ( 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 ;
target - > Inventory - > AbsorbDamage ( damage , mod , newdam ) ;
damage = newdam ;
if ( damage < = 0 )
{
if ( fakedPain )
goto fakepain ;
else
return damage ;
}
}
target - > health - = damage ;
}
//
// the damage has been dealt; now deal with the consequences
//
target - > DamageTypeReceived = mod ;
// If the damaging player has the power of drain, give the player 50% of the damage
// done in health.
if ( source & & source - > player & & source - > player - > cheats & CF_DRAIN & & ! ( target - > flags5 & MF5_DONTDRAIN ) )
{
if ( ! target - > player | | target - > player ! = source - > player )
{
if ( P_GiveBody ( source , damage / 2 ) )
{
S_Sound ( source , CHAN_ITEM , " *drainhealth " , 1 , ATTN_NORM ) ;
}
}
}
if ( target - > health < = 0 )
{
//[MC]Buddha flag for monsters.
if ( ! ( flags & DMG_FORCED ) & & ( ( target - > flags7 & MF7_BUDDHA ) & & ( rawdamage < TELEFRAG_DAMAGE ) & & ( ( inflictor = = NULL | | ! ( inflictor - > flags7 & MF7_FOILBUDDHA ) ) & & ! ( flags & DMG_FOILBUDDHA ) ) ) )
{ //FOILBUDDHA or Telefrag damage must kill it.
target - > health = 1 ;
}
else
{
// Death
target - > special1 = damage ;
// use inflictor's death type if it got one.
if ( inflictor & & inflictor - > DeathType ! = NAME_None ) mod = inflictor - > DeathType ;
// check for special fire damage or ice damage deaths
if ( mod = = NAME_Fire )
{
if ( player & & ! player - > morphTics )
{ // Check for flame death
if ( ! inflictor | |
( ( target - > health > - 50 ) & & ( damage > 25 ) ) | |
! ( inflictor - > flags5 & MF5_SPECIALFIREDAMAGE ) )
{
target - > DamageType = NAME_Fire ;
}
}
else
{
target - > DamageType = NAME_Fire ;
}
}
else
{
target - > DamageType = mod ;
}
if ( source & & source - > tracer & & ( source - > flags5 & MF5_SUMMONEDMONSTER ) )
{ // Minotaur's kills go to his master
// Make sure still alive and not a pointer to fighter head
if ( source - > tracer - > player & & ( source - > tracer - > player - > mo = = source - > tracer ) )
{
source = source - > tracer ;
}
}
target - > Die ( source , inflictor , flags ) ;
return damage ;
}
}
woundstate = target - > FindState ( NAME_Wound , mod ) ;
if ( woundstate ! = NULL )
{
int woundhealth = target - > GetClass ( ) - > WoundHealth ;
if ( target - > health < = woundhealth )
{
target - > SetState ( woundstate ) ;
return damage ;
}
}
fakepain : //Needed so we can skip the rest of the above, but still obey the original rules.
if ( ! ( target - > flags5 & MF5_NOPAIN ) & & ( inflictor = = NULL | | ! ( inflictor - > flags5 & MF5_PAINLESS ) ) & &
( target - > player ! = NULL | | ! G_SkillProperty ( SKILLP_NoPain ) ) & & ! ( target - > flags & MF_SKULLFLY ) )
{
pc = target - > GetClass ( ) - > PainChances ;
painchance = target - > PainChance ;
if ( pc ! = NULL )
{
int * ppc = pc - > CheckKey ( mod ) ;
if ( ppc ! = NULL )
{
painchance = * ppc ;
}
}
if ( ( ( damage > = target - > PainThreshold ) & & ( pr_damagemobj ( ) < painchance ) )
| | ( inflictor ! = NULL & & ( inflictor - > flags6 & MF6_FORCEPAIN ) ) )
{
dopain :
if ( mod = = NAME_Electric )
{
if ( pr_lightning ( ) < 96 )
{
justhit = true ;
FState * painstate = target - > FindState ( NAME_Pain , mod ) ;
if ( painstate ! = NULL )
target - > SetState ( painstate ) ;
}
else
{ // "electrocute" the target
target - > renderflags | = RF_FULLBRIGHT ;
if ( ( target - > flags3 & MF3_ISMONSTER ) & & pr_lightning ( ) < 128 )
{
target - > Howl ( ) ;
}
}
}
else
{
justhit = true ;
FState * painstate = target - > FindState ( NAME_Pain , ( ( inflictor & & inflictor - > PainType ! = NAME_None ) ? inflictor - > PainType : mod ) ) ;
if ( painstate ! = NULL )
target - > SetState ( painstate ) ;
if ( mod = = NAME_PoisonCloud )
{
if ( ( target - > flags3 & MF3_ISMONSTER ) & & pr_poison ( ) < 128 )
{
target - > Howl ( ) ;
}
}
}
}
}
//ALLOWPAIN and CAUSEPAIN can still trigger infighting, even if no pain state is worked out.
target - > reactiontime = 0 ; // we're awake now...
if ( source )
{
if ( source = = target - > target )
{
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target - > threshold = target - > DefThreshold ;
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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 ;
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target - > threshold = target - > DefThreshold ;
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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 - 1 ; //NOW we return -1!
}
return damage ;
}
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 ;
}
}
bool AActor : : OkayToSwitchTarget ( AActor * other )
{
if ( other = = this )
return false ; // [RH] Don't hate self (can happen when shooting barrels)
if ( other - > flags7 & MF7_NEVERTARGET )
return false ; // never EVER target me!
if ( ! ( other - > flags & MF_SHOOTABLE ) )
return false ; // Don't attack things that can't be hurt
if ( ( flags4 & MF4_NOTARGETSWITCH ) & & target ! = NULL )
return false ; // Don't switch target if not allowed
if ( ( master ! = NULL & & other - > IsA ( master - > GetClass ( ) ) ) | | // don't attack your master (or others of its type)
( other - > master ! = NULL & & IsA ( other - > master - > GetClass ( ) ) ) ) // don't attack your minion (or those of others of your type)
{
if ( ! IsHostile ( other ) & & // allow target switch if other is considered hostile
( other - > tid ! = TIDtoHate | | TIDtoHate = = 0 ) & & // or has the tid we hate
other - > TIDtoHate = = TIDtoHate ) // or has different hate information
{
return false ;
}
}
if ( ( other - > flags3 & MF3_NOTARGET ) & &
( other - > tid ! = TIDtoHate | | TIDtoHate = = 0 ) & &
! IsHostile ( other ) )
return false ;
if ( threshold ! = 0 & & ! ( flags4 & MF4_QUICKTORETALIATE ) )
return false ;
if ( IsFriend ( other ) )
{ // [RH] Friendlies don't target other friendlies
return false ;
}
int infight ;
if ( flags5 & MF5_NOINFIGHTING ) infight = - 1 ;
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else infight = G_SkillProperty ( SKILLP_Infight ) ;
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if ( infight < 0 & & other - > player = = NULL & & ! IsHostile ( other ) )
{
return false ; // infighting off: Non-friendlies don't target other non-friendlies
}
if ( TIDtoHate ! = 0 & & TIDtoHate = = other - > TIDtoHate )
return false ; // [RH] Don't target "teammates"
if ( other - > player ! = NULL & & ( flags4 & MF4_NOHATEPLAYERS ) )
return false ; // [RH] Don't target players
if ( target ! = NULL & & target - > health > 0 & &
TIDtoHate ! = 0 & & target - > tid = = TIDtoHate & & pr_switcher ( ) < 128 & &
P_CheckSight ( this , target ) )
return false ; // [RH] Don't be too quick to give up things we hate
return true ;
}
//==========================================================================
//
// P_PoisonPlayer - Sets up all data concerning poisoning
//
// poisoner is the object directly responsible for poisoning the player,
// such as a missile. source is the actor responsible for creating the
// poisoner.
//
//==========================================================================
bool P_PoisonPlayer ( player_t * player , AActor * poisoner , AActor * source , int poison )
{
if ( ( player - > cheats & CF_GODMODE ) | | ( player - > mo - > flags2 & MF2_INVULNERABLE ) | | ( player - > cheats & CF_GODMODE2 ) )
{
return false ;
}
if ( source ! = NULL & & source - > player ! = player & & player - > mo - > IsTeammate ( source ) )
{
poison = ( int ) ( ( float ) 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 ;
}
//==========================================================================
//
// 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 = FixedMul ( damage , G_SkillProperty ( SKILLP_DamageFactor ) ) ;
// Handle passive damage modifiers (e.g. PowerProtection)
if ( target - > Inventory ! = NULL )
{
target - > Inventory - > ModifyDamage ( damage , player - > poisontype , damage , true ) ;
}
// Modify with damage factors
damage = FixedMul ( damage , target - > DamageFactor ) ;
if ( damage > 0 )
{
damage = DamageTypeDefinition : : ApplyMobjDamageFactor ( damage , player - > poisontype , target - > GetClass ( ) - > DamageFactors ) ;
}
if ( damage < = 0 )
{ // Damage was reduced to 0, so don't bother further.
return ;
}
if ( damage > = player - > health
& & ( G_SkillProperty ( SKILLP_AutoUseHealth ) | | deathmatch )
& & ! player - > morphTics )
{ // Try to use some inventory health
P_AutoUseHealth ( player , damage - player - > health + 1 ) ;
}
player - > health - = damage ; // mirror mobj health here for Dave
if ( player - > health < 50 & & ! deathmatch )
{
P_AutoUseStrifeHealth ( player ) ;
}
if ( player - > health < 0 )
{
player - > health = 0 ;
}
player - > attacker = source ;
//
// do the damage
//
target - > health - = damage ;
if ( target - > health < = 0 )
{ // Death
if ( ( ( ( player - > cheats & CF_BUDDHA ) | | ( player - > mo - > flags7 & MF7_BUDDHA ) ) & & damage < TELEFRAG_DAMAGE ) | | ( player - > cheats & CF_BUDDHA2 ) )
{ // [SP] Save the player...
player - > health = target - > health = 1 ;
}
else
{
target - > special1 = damage ;
if ( player & & ! player - > morphTics )
{ // Check for flame death
if ( ( player - > poisontype = = NAME_Fire ) & & ( target - > health > - 50 ) & & ( damage > 25 ) )
{
target - > DamageType = NAME_Fire ;
}
else
{
target - > DamageType = player - > poisontype ;
}
}
target - > Die ( 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 ) ;
}
*/
}
CCMD ( kill )
{
if ( argv . argc ( ) > 1 )
{
if ( CheckCheatmode ( ) )
return ;
if ( ! stricmp ( argv [ 1 ] , " monsters " ) )
{
// Kill all the monsters
if ( CheckCheatmode ( ) )
return ;
Net_WriteByte ( DEM_GENERICCHEAT ) ;
Net_WriteByte ( CHT_MASSACRE ) ;
}
else
{
Net_WriteByte ( DEM_KILLCLASSCHEAT ) ;
Net_WriteString ( argv [ 1 ] ) ;
}
}
else
{
// If suiciding is disabled, then don't do it.
if ( dmflags2 & DF2_NOSUICIDE )
return ;
// Kill the player
Net_WriteByte ( DEM_SUICIDE ) ;
}
C_HideConsole ( ) ;
}
CCMD ( remove )
{
if ( argv . argc ( ) = = 2 )
{
if ( CheckCheatmode ( ) )
return ;
Net_WriteByte ( DEM_REMOVE ) ;
Net_WriteString ( argv [ 1 ] ) ;
C_HideConsole ( ) ;
}
else
{
Printf ( " Usage: remove <actor class name> \n " ) ;
return ;
}
}