gzdoom/src/p_interaction.cpp
Christoph Oelckers 1c3153690a - Fixed: Any kill in multiplayer games that could not be credited to a player
didn't count at all - not even toward the global level statistics.
- ...and removed it again. It was not an accident. The only reason the PowerupGiver
  had its own RespawnTics was to account for the pickup flash delay. 
  But that is better handled by checking the flag and adding the additional 30 
  tics in AInventory::Hide because then it affects all items that have one - 
  and only those. The AT_GAME_SET function didn't work anyway because it was
  called after parsing DECORATE.


SVN r253 (trunk)
2006-07-14 08:04:17 +00:00

1366 lines
34 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 "a_doomglobal.h"
#include "a_hereticglobal.h"
#include "ravenshared.h"
#include "a_hexenglobal.h"
#include "a_sharedglobal.h"
#include "a_pickups.h"
#include "gi.h"
#include "templates.h"
#include "sbar.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)
//
// 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)
{
int 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 = MOD_UNKNOWN;
if (multiplayer && !deathmatch)
MeansOfDeath |= MOD_FRIENDLY_FIRE;
friendly = MeansOfDeath & MOD_FRIENDLY_FIRE;
mod = MeansOfDeath & ~MOD_FRIENDLY_FIRE;
message = NULL;
messagename = NULL;
if (attacker == NULL || attacker->player != NULL)
{
if (mod == MOD_TELEFRAG)
{
if (AnnounceTelefrag (attacker, self))
return;
}
else
{
if (AnnounceKill (attacker, self))
return;
}
}
switch (mod)
{
case MOD_SUICIDE: messagename = "OB_SUICIDE"; break;
case MOD_FALLING: messagename = "OB_FALLING"; break;
case MOD_CRUSH: messagename = "OB_CRUSH"; break;
case MOD_EXIT: messagename = "OB_EXIT"; break;
case MOD_WATER: messagename = "OB_WATER"; break;
case MOD_SLIME: messagename = "OB_SLIME"; break;
case MOD_FIRE: messagename = "OB_LAVA"; break;
case MOD_BARREL: messagename = "OB_BARREL"; break;
case MOD_SPLASH: messagename = "OB_SPLASH"; break;
}
if (messagename != NULL)
message = GStrings(messagename);
if (attacker != NULL && message == NULL)
{
if (attacker == self)
{
switch (mod)
{
case MOD_R_SPLASH: messagename = "OB_R_SPLASH"; break;
case MOD_ROCKET: messagename = "OB_ROCKET"; break;
default: messagename = "OB_KILLEDSELF"; break;
}
message = GStrings(messagename);
}
else if (attacker->player == NULL)
{
if (mod == MOD_TELEFRAG)
{
message = GStrings("OB_MONTELEFRAG");
}
else if (mod == MOD_HIT)
{
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;
sprintf (gendermessage, "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
message = GStrings(gendermessage);
}
else
{
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 MOD_R_SPLASH: messagename = "OB_MPR_SPLASH"; break;
case MOD_BFG_SPLASH: messagename = "OB_MPBFG_SPLASH"; break;
case MOD_TELEFRAG: messagename = "OB_MPTELEFRAG"; break;
case MOD_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)
void AActor::Die (AActor *source, AActor *inflictor)
{
// [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);
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) || RaiseState != NULL)
{ // [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 == MOD_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
{
++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
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;
}
if (DamageType == MOD_DISINTEGRATE && EDeathState)
{ // Electrocution death
SetState (EDeathState);
}
else if (DamageType == MOD_FIRE && BDeathState)
{ // Burn death
SetState (BDeathState);
}
else if (DamageType == MOD_ICE &&
(IDeathState || (
(!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH)) &&
(player || (flags3 & MF3_ISMONSTER)))))
{ // Ice death
if (IDeathState)
{
SetState (IDeathState);
}
else
{
SetState (&AActor::States[S_GENERICFREEZEDEATH]);
}
}
else
{
int flags4 = !inflictor ? 0 : inflictor->player && inflictor->player->ReadyWeapon ?
inflictor->player->ReadyWeapon->flags4 : inflictor->flags4;
int gibhealth = -abs(GetClass()->Meta.GetMetaInt (AMETA_GibHealth,
gameinfo.gametype == GAME_Doom ? -GetDefault()->health : -GetDefault()->health/2));
DamageType = MOD_UNKNOWN; // [RH] "Frozen" barrels shouldn't do freezing damage
if (XDeathState && (health<gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
{ // Extreme death
SetState (XDeathState);
}
else
{ // Normal death
DamageType = MOD_UNKNOWN; // [RH] "Frozen" barrels shouldn't do freezing damage
if (DeathState != NULL) // [RH] DeathState might be NULL, so try others as needed
{
SetState (DeathState);
}
else if (EDeathState != NULL)
{
SetState (EDeathState);
}
else if (BDeathState != NULL)
{
SetState (BDeathState);
}
else if (IDeathState != NULL)
{
SetState (IDeathState);
}
else
{
Destroy();
}
}
}
tics -= pr_killmobj() & 3;
if (tics < 1)
tics = 1;
}
//---------------------------------------------------------------------------
//
// 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;
if ((gameskill == sk_baby) && (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 ((gameskill == sk_baby)
&& (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
==================
*/
int MeansOfDeath;
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int 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 == MOD_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;
}
}
MeansOfDeath = mod;
// [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 && gameskill == sk_baby)
{
// Take half damage in trainer mode
if (damage > 1)
{
damage >>= 1;
}
}
// 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;
}
}
if (mod == MOD_FIRE && target->flags4 & MF4_FIRERESIST)
{
damage /= 2;
}
damage = inflictor->DoSpecialDamage (target, damage);
if (damage == -1)
{
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)
&& (!source || !source->player || !(inflictor->flags2 & MF2_NODMGTHRUST)))
{
int kickback;
if (!source || !source->player || !source->player->ReadyWeapon)
kickback = gameinfo.defKickback;
else
kickback = source->player->ReadyWeapon->Kickback;
if (kickback)
{
ang = R_PointToAngle2 (inflictor->x, inflictor->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 - inflictor->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))
{
MeansOfDeath |= MOD_FRIENDLY_FIRE;
if (damage < 1000000)
{ // Still allow telefragging :-(
damage = (int)((float)damage * 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
&& ((gameskill == sk_baby) || 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->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 (target->health <= 0)
{ // Death
target->special1 = damage;
if (source && target->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel))
&& !source->IsKindOf (RUNTIME_CLASS(AExplosiveBarrel)))
{ // Make sure players get frags for chain-reaction kills
target->target = source;
}
// check for special fire damage or ice damage deaths
if (mod == MOD_FIRE)
{
if (player && !player->morphTics)
{ // Check for flame death
if (!inflictor ||
((target->health > -50) && (damage > 25)) ||
!inflictor->IsKindOf (RUNTIME_CLASS(APhoenixFX1)))
{
target->DamageType = MOD_FIRE;
}
}
else
{
target->DamageType = MOD_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;
}
}
if (source && (source->player) && source->player->ReadyWeapon != NULL &&
(source->player->ReadyWeapon->WeaponFlags & WIF_EXTREME_DEATH))
{
// Always extreme death from fourth weapon
target->health = -target->GetDefault()->health * 3;
}
target->Die (source, inflictor);
return;
}
if (target->WoundState != NULL)
{
int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
if (target->health <= woundhealth)
{
target->SetState (target->WoundState);
return;
}
}
if ((pr_damagemobj() < target->PainChance) && target->PainState != NULL
&& !(target->flags & MF_SKULLFLY))
{
if (inflictor && inflictor->IsKindOf (RUNTIME_CLASS(ALightning)))
{
if (pr_lightning() < 96)
{
target->flags |= MF_JUSTHIT; // fight back!
if (target->PainState != NULL)
{
target->SetState (target->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!
target->SetState (target->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;
}
if ((gameinfo.gametype == GAME_Strife || infighting < 0) &&
other->player == NULL && !IsHostile (other))
{
return false; // Strife & 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 * 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 && gameskill == sk_baby)
{
// Take half damage in trainer mode
damage >>= 1;
}
if(damage < 1000 && ((player->cheats&CF_GODMODE)
|| (player->mo->flags2 & MF2_INVULNERABLE)))
{
return;
}
if (damage >= player->health
&& ((gameskill == sk_baby) || 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 == MOD_FIRE)
&& (target->health > -50) && (damage > 25))
{
target->DamageType = MOD_FIRE;
}
if (inflictor->DamageType == MOD_ICE)
{
target->DamageType = MOD_ICE;
}
}
target->Die (source, source);
return;
}
if (!(level.time&63) && playPainSound && target->PainState != NULL)
{
target->SetState (target->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)
{
if (!stricmp (argv[1], "monsters"))
{
// Kill all the monsters
if (CheckCheatmode ())
return;
Net_WriteByte (DEM_GENERICCHEAT);
Net_WriteByte (CHT_MASSACRE);
}
else
{
Printf("cannot kill '%s'\n", argv[1]);
return;
}
}
else
{
// Kill the player
Net_WriteByte (DEM_SUICIDE);
}
C_HideConsole ();
}