gzdoom/src/p_interaction.cpp
Randy Heit e4af82ae96 - Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
  are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
  are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
  continue to work as aliases from DECORATE. The ACS functions, however,
  require you to use the new name, since they never saw an official release
  yet.


SVN r1689 (trunk)
2009-06-30 20:57:51 +00:00

1536 lines
39 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------
// Data.
#include "doomdef.h"
#include "gstrings.h"
#include "doomstat.h"
#include "m_random.h"
#include "i_system.h"
#include "announcer.h"
#include "am_map.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_effect.h"
#include "p_acs.h"
#include "b_bot.h" //Added by MC:
#include "ravenshared.h"
#include "a_hexenglobal.h"
#include "a_sharedglobal.h"
#include "a_pickups.h"
#include "gi.h"
#include "templates.h"
#include "sbar.h"
#include "s_sound.h"
#include "g_level.h"
#include "d_net.h"
#include "d_netinf.h"
static FRandom pr_obituary ("Obituary");
static FRandom pr_botrespawn ("BotRespawn");
static FRandom pr_killmobj ("ActorDie");
static FRandom pr_damagemobj ("ActorTakeDamage");
static FRandom pr_lightning ("LightningDamage");
static FRandom pr_poison ("PoisonDamage");
static FRandom pr_switcher ("SwitchTarget");
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
EXTERN_CVAR (Bool, show_obituaries)
FName MeansOfDeath;
bool FriendlyFire;
//
// GET STUFF
//
//
// P_TouchSpecialThing
//
void P_TouchSpecialThing (AActor *special, AActor *toucher)
{
fixed_t delta = special->z - toucher->z;
if (delta > toucher->height || delta < -32*FRACUNIT)
{ // 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->isbot && special == toucher->player->dest)
{
toucher->player->prev = toucher->player->dest;
toucher->player->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)
{
FName mod;
const char *message;
const char *messagename;
char gendermessage[1024];
bool friendly;
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.gender;
// Treat voodoo dolls as unknown deaths
if (inflictor && inflictor->player == self->player)
MeansOfDeath = NAME_None;
if (multiplayer && !deathmatch)
FriendlyFire = true;
friendly = FriendlyFire;
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;
}
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)
{
message = attacker->GetClass()->Meta.GetMetaString (AMETA_HitObituary);
if (message == NULL)
{
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
}
}
else
{
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
}
}
}
if (message == NULL && attacker != NULL && attacker->player != NULL)
{
if (friendly)
{
attacker->player->fragcount -= 2;
attacker->player->frags[attacker->player - players]++;
self = attacker;
gender = self->player->userinfo.gender;
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)
{
message = inflictor->GetClass()->Meta.GetMetaString (AMETA_Obituary);
}
if (message == NULL && attacker->player->ReadyWeapon != NULL)
{
message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_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);
}
}
}
}
else attacker = self; // for the message creation
if (message != NULL && message[0] == '$')
{
message=GStrings[message+1];
}
if (message == NULL)
{
message = GStrings("OB_DEFAULT");
}
SexMessage (message, gendermessage, gender,
self->player->userinfo.netname, attacker->player->userinfo.netname);
Printf (PRINT_MEDIUM, "%s\n", gendermessage);
}
//
// KillMobj
//
EXTERN_CVAR (Int, fraglimit)
static int GibHealth(AActor *actor)
{
return -abs(
actor->GetClass()->Meta.GetMetaInt (
AMETA_GibHealth,
gameinfo.gametype & GAME_DoomChex ?
-actor->GetDefault()->health :
-actor->GetDefault()->health/2));
}
void AActor::Die (AActor *source, AActor *inflictor)
{
// 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;
}
// [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 = int(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;
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.
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 (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--;
++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 (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.gender,
player->userinfo.netname, source->player->userinfo.netname);
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
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 (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);
// 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 && consoleplayer == Net_Arbitrator && !demoplayback)
{
if (player->isbot)
player->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].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;
}
FState *diestate = NULL;
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 = FindState(NAME_GenericFreezeDeath);
}
}
}
}
if (diestate == NULL)
{
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
int gibhealth = GibHealth(this);
// 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 ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
{ // Extreme death
diestate = FindState (NAME_Death, NAME_Extreme, true);
// 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;
}
}
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
//
//---------------------------------------------------------------------------
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)
{
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
{
Items[index]->Destroy ();
}
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
==================
*/
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
{
unsigned ang;
player_t *player = NULL;
fixed_t thrust;
int temp;
int painchance = 0;
FState * woundstate = NULL;
PainChanceList * pc = NULL;
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->velx = target->vely = target->velz = 0;
}
return;
}
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000 && !(flags & DMG_FORCED))
{ // 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->velx = target->vely = target->velz = 0;
}
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks
{
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 (!deathmatch && inflictor->health == -1)
return;
}
else if (target->flags4 & MF4_SPECTRAL)
{
if (inflictor->health == -2 && !target->IsHostile(inflictor))
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;
}
DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors;
if (df != NULL)
{
fixed_t * pdf = df->CheckKey(mod);
if (pdf== NULL && mod != NAME_None) pdf = df->CheckKey(NAME_None);
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)
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
&& !(flags & DMG_THRUSTLESS))
{
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);
// Calculate this as float to avoid overflows so that the
// clamping that had to be done here can be removed.
double fltthrust = clamp((damage * 0.125 * kickback) / target->Mass, 0.,mod == NAME_MDK? 10. : 32.);
thrust = FLOAT2FIXED(fltthrust);
// 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->velx += FixedMul (10*FRACUNIT, finecosine[ang]);
target->vely += FixedMul (10*FRACUNIT, finesine[ang]);
if (!(target->flags & MF_NOGRAVITY))
{
target->velz += 5*FRACUNIT;
}
}
else
{
target->velx += FixedMul (thrust, finecosine[ang]);
target->vely += FixedMul (thrust, finesine[ang]);
}
}
}
//
// player specific
//
if (player)
{
//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 (!(flags & DMG_FORCED))
{
if ((target->flags2 & MF2_INVULNERABLE) && damage < 1000000)
{ // player is invulnerable, so don't hurt him
return;
}
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)
{
// If MF&_FORCEPAIN is set make the player enter the pain state.
if (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)) goto dopain;
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 && !(flags & DMG_FORCED))
{
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
{
// 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)
{
return;
}
}
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->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);
return;
}
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;
}
}
pc = target->GetClass()->ActorInfo->PainChances;
painchance = target->PainChance;
if (pc != NULL)
{
BYTE * ppc = pc->CheckKey(mod);
if (ppc != NULL)
{
painchance = *ppc;
}
}
dopain:
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
(pr_damagemobj() < painchance || (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) &&
!(target->flags & MF_SKULLFLY))
{
if (mod == NAME_Electric)
{
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 (mod == NAME_PoisonCloud)
{
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;
if (flags5 & MF5_NOINFIGHTING) infight=-1;
else if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight=1;
else if (level.flags2 & LEVEL2_NOINFIGHTING) infight=-1;
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
//
//==========================================================================
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
{
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
{
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 = poisoner;
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;
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);
}
*/
return;
}
bool CheckCheatmode ();
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 ();
}