2006-02-24 04:48:15 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Handling interactions (i.e., collisions).
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//
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//-----------------------------------------------------------------------------
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// Data.
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#include "doomdef.h"
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#include "gstrings.h"
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#include "doomstat.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "announcer.h"
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#include "am_map.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_effect.h"
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#include "p_acs.h"
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#include "b_bot.h" //Added by MC:
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#include "ravenshared.h"
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#include "a_hexenglobal.h"
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#include "a_sharedglobal.h"
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#include "a_pickups.h"
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#include "gi.h"
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#include "templates.h"
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#include "sbar.h"
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2007-05-10 22:22:38 +00:00
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#include "s_sound.h"
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2008-09-14 23:54:38 +00:00
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#include "g_level.h"
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#include "d_net.h"
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2008-09-15 00:47:31 +00:00
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#include "d_netinf.h"
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2006-02-24 04:48:15 +00:00
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static FRandom pr_obituary ("Obituary");
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static FRandom pr_botrespawn ("BotRespawn");
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static FRandom pr_killmobj ("ActorDie");
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static FRandom pr_damagemobj ("ActorTakeDamage");
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static FRandom pr_lightning ("LightningDamage");
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static FRandom pr_poison ("PoisonDamage");
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static FRandom pr_switcher ("SwitchTarget");
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CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
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CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
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2006-05-15 15:28:46 +00:00
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EXTERN_CVAR (Bool, show_obituaries)
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2006-02-24 04:48:15 +00:00
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2006-10-31 14:53:21 +00:00
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FName MeansOfDeath;
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bool FriendlyFire;
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2006-02-24 04:48:15 +00:00
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//
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// GET STUFF
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//
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//
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// P_TouchSpecialThing
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//
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void P_TouchSpecialThing (AActor *special, AActor *toucher)
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{
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fixed_t delta = special->z - toucher->z;
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if (delta > toucher->height || delta < -32*FRACUNIT)
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{ // out of reach
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return;
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}
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// Dead thing touching.
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// Can happen with a sliding player corpse.
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if (toucher->health <= 0)
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return;
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//Added by MC: Finished with this destination.
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if (toucher->player != NULL && toucher->player->isbot && special == toucher->player->dest)
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{
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toucher->player->prev = toucher->player->dest;
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toucher->player->dest = NULL;
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}
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special->Touch (toucher);
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}
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// [RH]
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// SexMessage: Replace parts of strings with gender-specific pronouns
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//
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// The following expansions are performed:
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// %g -> he/she/it
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// %h -> him/her/it
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// %p -> his/her/its
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// %o -> other (victim)
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// %k -> killer
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//
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void SexMessage (const char *from, char *to, int gender, const char *victim, const char *killer)
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{
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static const char *genderstuff[3][3] =
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{
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{ "he", "him", "his" },
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{ "she", "her", "her" },
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{ "it", "it", "its" }
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};
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static const int gendershift[3][3] =
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{
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{ 2, 3, 3 },
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{ 3, 3, 3 },
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{ 2, 2, 3 }
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};
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const char *subst = NULL;
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do
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{
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if (*from != '%')
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{
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*to++ = *from;
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}
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else
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{
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int gendermsg = -1;
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switch (from[1])
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{
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case 'g': gendermsg = 0; break;
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case 'h': gendermsg = 1; break;
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case 'p': gendermsg = 2; break;
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case 'o': subst = victim; break;
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case 'k': subst = killer; break;
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}
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if (subst != NULL)
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{
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size_t len = strlen (subst);
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memcpy (to, subst, len);
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to += len;
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from++;
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subst = NULL;
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}
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else if (gendermsg < 0)
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{
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*to++ = '%';
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}
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else
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{
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strcpy (to, genderstuff[gender][gendermsg]);
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to += gendershift[gender][gendermsg];
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from++;
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}
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}
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} while (*from++);
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}
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// [RH]
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// ClientObituary: Show a message when a player dies
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//
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void ClientObituary (AActor *self, AActor *inflictor, AActor *attacker)
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{
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2006-10-31 14:53:21 +00:00
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FName mod;
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2006-02-24 04:48:15 +00:00
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const char *message;
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const char *messagename;
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char gendermessage[1024];
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2006-10-31 14:53:21 +00:00
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bool friendly;
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2006-02-24 04:48:15 +00:00
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int gender;
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2006-05-15 15:28:46 +00:00
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// No obituaries for non-players, voodoo dolls or when not wanted
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if (self->player == NULL || self->player->mo != self || !show_obituaries)
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2006-02-24 04:48:15 +00:00
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return;
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gender = self->player->userinfo.gender;
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// Treat voodoo dolls as unknown deaths
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if (inflictor && inflictor->player == self->player)
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2006-10-31 14:53:21 +00:00
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MeansOfDeath = NAME_None;
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2006-02-24 04:48:15 +00:00
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if (multiplayer && !deathmatch)
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2006-10-31 14:53:21 +00:00
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FriendlyFire = true;
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2006-02-24 04:48:15 +00:00
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2006-10-31 14:53:21 +00:00
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friendly = FriendlyFire;
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mod = MeansOfDeath;
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2006-02-24 04:48:15 +00:00
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message = NULL;
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messagename = NULL;
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if (attacker == NULL || attacker->player != NULL)
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{
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2006-10-31 14:53:21 +00:00
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if (mod == NAME_Telefrag)
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2006-02-24 04:48:15 +00:00
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{
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if (AnnounceTelefrag (attacker, self))
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return;
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}
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else
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{
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if (AnnounceKill (attacker, self))
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return;
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}
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}
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switch (mod)
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{
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2006-10-31 14:53:21 +00:00
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case NAME_Suicide: messagename = "OB_SUICIDE"; break;
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case NAME_Falling: messagename = "OB_FALLING"; break;
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case NAME_Crush: messagename = "OB_CRUSH"; break;
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case NAME_Exit: messagename = "OB_EXIT"; break;
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2007-01-28 04:59:04 +00:00
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case NAME_Drowning: messagename = "OB_WATER"; break;
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2006-10-31 14:53:21 +00:00
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case NAME_Slime: messagename = "OB_SLIME"; break;
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case NAME_Fire: if (attacker == NULL) messagename = "OB_LAVA"; break;
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2006-02-24 04:48:15 +00:00
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}
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if (messagename != NULL)
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message = GStrings(messagename);
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if (attacker != NULL && message == NULL)
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{
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if (attacker == self)
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{
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2006-10-31 14:53:21 +00:00
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message = GStrings("OB_KILLEDSELF");
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2006-02-24 04:48:15 +00:00
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}
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else if (attacker->player == NULL)
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{
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2006-10-31 14:53:21 +00:00
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if (mod == NAME_Telefrag)
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2006-02-24 04:48:15 +00:00
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{
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message = GStrings("OB_MONTELEFRAG");
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}
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2006-10-31 14:53:21 +00:00
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else if (mod == NAME_Melee)
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2006-02-24 04:48:15 +00:00
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_HitObituary);
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if (message == NULL)
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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}
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else
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{
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message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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}
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}
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2006-06-17 20:29:41 +00:00
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if (message == NULL && attacker != NULL && attacker->player != NULL)
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2006-02-24 04:48:15 +00:00
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{
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if (friendly)
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{
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attacker->player->fragcount -= 2;
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attacker->player->frags[attacker->player - players]++;
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self = attacker;
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gender = self->player->userinfo.gender;
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About a week's worth of changes here. As a heads-up, I wouldn't be
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
2008-07-23 04:57:26 +00:00
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mysnprintf (gendermessage, countof(gendermessage), "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
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2006-02-24 04:48:15 +00:00
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message = GStrings(gendermessage);
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}
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else
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{
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2006-10-31 14:53:21 +00:00
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if (mod == NAME_Telefrag) message = GStrings("OB_MPTELEFRAG");
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2006-02-24 04:48:15 +00:00
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if (message == NULL)
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{
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2006-09-28 07:37:19 +00:00
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if (inflictor != NULL)
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{
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message = inflictor->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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if (message == NULL && attacker->player->ReadyWeapon != NULL)
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{
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message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_Obituary);
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}
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if (message == NULL)
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2006-02-24 04:48:15 +00:00
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{
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2006-09-28 07:37:19 +00:00
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switch (mod)
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{
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2006-10-31 14:53:21 +00:00
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case NAME_BFGSplash: messagename = "OB_MPBFG_SPLASH"; break;
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case NAME_Railgun: messagename = "OB_RAILGUN"; break;
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2006-09-28 07:37:19 +00:00
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}
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if (messagename != NULL)
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message = GStrings(messagename);
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2006-02-24 04:48:15 +00:00
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}
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}
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}
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}
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2006-06-21 12:10:36 +00:00
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else attacker = self; // for the message creation
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2006-02-24 04:48:15 +00:00
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2006-06-17 20:29:41 +00:00
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if (message != NULL && message[0] == '$')
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2006-02-24 04:48:15 +00:00
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{
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2006-06-17 20:29:41 +00:00
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message=GStrings[message+1];
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}
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if (message == NULL)
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{
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message = GStrings("OB_DEFAULT");
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2006-02-24 04:48:15 +00:00
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}
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2006-06-17 20:29:41 +00:00
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SexMessage (message, gendermessage, gender,
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2006-06-21 12:10:36 +00:00
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self->player->userinfo.netname, attacker->player->userinfo.netname);
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2006-02-24 04:48:15 +00:00
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Printf (PRINT_MEDIUM, "%s\n", gendermessage);
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}
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//
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// KillMobj
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//
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EXTERN_CVAR (Int, fraglimit)
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|
2008-05-22 19:35:38 +00:00
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static int GibHealth(AActor *actor)
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2009-07-04 18:17:44 +00:00
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{
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2008-05-22 19:35:38 +00:00
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|
return -abs(
|
|
|
|
actor->GetClass()->Meta.GetMetaInt (
|
|
|
|
AMETA_GibHealth,
|
2008-08-30 19:44:19 +00:00
|
|
|
gameinfo.gametype & GAME_DoomChex ?
|
2009-07-04 18:17:44 +00:00
|
|
|
-actor->SpawnHealth() :
|
|
|
|
-actor->SpawnHealth()/2));
|
2008-05-22 19:35:38 +00:00
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
void AActor::Die (AActor *source, AActor *inflictor)
|
|
|
|
{
|
2008-05-22 19:35:38 +00:00
|
|
|
// Handle possible unmorph on death
|
|
|
|
bool wasgibbed = (health < GibHealth(this));
|
2009-07-04 18:17:44 +00:00
|
|
|
|
2008-05-22 19:35:38 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
|
|
|
|
effects &= ~FX_RESPAWNINVUL;
|
|
|
|
//flags &= ~MF_INVINCIBLE;
|
|
|
|
|
|
|
|
if (debugfile && this->player)
|
|
|
|
{
|
|
|
|
static int dieticks[MAXPLAYERS];
|
2008-09-14 23:54:38 +00:00
|
|
|
int pnum = int(this->player-players);
|
2006-02-24 04:48:15 +00:00
|
|
|
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");
|
|
|
|
}
|
2006-06-18 04:10:47 +00:00
|
|
|
|
|
|
|
// [RH] Notify this actor's items.
|
|
|
|
for (AInventory *item = Inventory; item != NULL; )
|
|
|
|
{
|
|
|
|
AInventory *next = item->Inventory;
|
|
|
|
item->OwnerDied();
|
|
|
|
item = next;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (flags & MF_MISSILE)
|
|
|
|
{ // [RH] When missiles die, they just explode
|
2006-10-22 10:32:41 +00:00
|
|
|
P_ExplodeMissile (this, NULL, NULL);
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
// [RH] Set the target to the thing that killed it. Strife apparently does this.
|
|
|
|
if (source != NULL)
|
|
|
|
{
|
|
|
|
target = source;
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
|
|
|
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
|
|
|
|
flags |= MF_DROPOFF;
|
2008-06-28 12:24:15 +00:00
|
|
|
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
2006-04-11 16:27:41 +00:00
|
|
|
{ // [RH] Only monsters get to be corpses.
|
|
|
|
// Objects with a raise state should get the flag as well so they can
|
|
|
|
// be revived by an Arch-Vile. Batman Doom needs this.
|
2006-02-24 04:48:15 +00:00
|
|
|
flags |= MF_CORPSE;
|
|
|
|
}
|
|
|
|
// [RH] Allow the death height to be overridden using metadata.
|
|
|
|
fixed_t metaheight = 0;
|
2006-10-31 14:53:21 +00:00
|
|
|
if (DamageType == NAME_Fire)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2006-07-14 08:04:17 +00:00
|
|
|
if (CountsAsKill())
|
|
|
|
level.killed_monsters++;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (source && source->player)
|
|
|
|
{
|
2006-04-16 13:29:50 +00:00
|
|
|
if (CountsAsKill())
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // 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);
|
2008-11-27 17:43:36 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2006-02-24 04:48:15 +00:00
|
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2007-12-23 17:45:53 +00:00
|
|
|
if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
|
|
|
|
player->fragcount--;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
++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);
|
2008-11-27 17:43:36 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
2008-11-27 17:43:36 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2006-02-24 04:48:15 +00:00
|
|
|
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);
|
2008-11-27 17:43:36 +00:00
|
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
2006-02-24 04:48:15 +00:00
|
|
|
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 &&
|
2007-12-15 03:51:17 +00:00
|
|
|
fraglimit <= D_GetFragCount (source->player))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
|
|
|
|
G_ExitLevel (0, false);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-04-16 13:29:50 +00:00
|
|
|
else if (!multiplayer && CountsAsKill())
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// count all monster deaths,
|
|
|
|
// even those caused by other monsters
|
|
|
|
players[0].killcount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (player)
|
|
|
|
{
|
|
|
|
// [RH] Death messages
|
|
|
|
ClientObituary (this, inflictor, source);
|
|
|
|
|
|
|
|
// Death script execution, care of Skull Tag
|
|
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
|
|
|
|
|
|
|
|
// [RH] Force a delay between death and respawn
|
|
|
|
player->respawn_time = level.time + TICRATE;
|
|
|
|
|
|
|
|
//Added by MC: Respawn bots
|
2008-03-28 00:38:17 +00:00
|
|
|
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (player->isbot)
|
2008-03-28 00:38:17 +00:00
|
|
|
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
//Added by MC: Discard enemies.
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (players[i].isbot && this == players[i].enemy)
|
|
|
|
{
|
|
|
|
if (players[i].dest == players[i].enemy)
|
|
|
|
players[i].dest = NULL;
|
|
|
|
players[i].enemy = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
player->spreecount = 0;
|
|
|
|
player->multicount = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// count environment kills against you
|
|
|
|
if (!source)
|
|
|
|
{
|
|
|
|
player->frags[player - players]++;
|
|
|
|
player->fragcount--; // [RH] Cumulative frag count
|
|
|
|
}
|
|
|
|
|
|
|
|
flags &= ~MF_SOLID;
|
|
|
|
player->playerstate = PST_DEAD;
|
|
|
|
P_DropWeapon (player);
|
|
|
|
if (this == players[consoleplayer].camera && automapactive)
|
|
|
|
{
|
|
|
|
// don't die in auto map, switch view prior to dying
|
|
|
|
AM_Stop ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// [GRB] Clear extralight. When you killed yourself with weapon that
|
|
|
|
// called A_Light1/2 before it called A_Light0, extraligh remained.
|
|
|
|
player->extralight = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] If this is the unmorphed version of another monster, destroy this
|
|
|
|
// actor, because the morphed version is the one that will stick around in
|
|
|
|
// the level.
|
|
|
|
if (flags & MF_UNMORPHED)
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
|
|
|
|
|
2008-03-04 00:56:22 +00:00
|
|
|
FState *diestate = NULL;
|
2006-10-31 14:53:21 +00:00
|
|
|
|
|
|
|
if (DamageType != NAME_None)
|
|
|
|
{
|
2006-12-16 14:06:21 +00:00
|
|
|
diestate = FindState (NAME_Death, DamageType, true);
|
2006-10-31 14:53:21 +00:00
|
|
|
if (diestate == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
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)))
|
|
|
|
{
|
2008-08-10 14:19:47 +00:00
|
|
|
diestate = FindState(NAME_GenericFreezeDeath);
|
2006-10-31 14:53:21 +00:00
|
|
|
}
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
2006-10-31 14:53:21 +00:00
|
|
|
if (diestate == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2007-05-12 11:14:09 +00:00
|
|
|
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-05-22 19:35:38 +00:00
|
|
|
int gibhealth = GibHealth(this);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2008-03-04 00:56:22 +00:00
|
|
|
// Don't pass on a damage type this actor cannot handle.
|
|
|
|
// (most importantly, prevent barrels from passing on ice damage.)
|
2006-10-31 15:24:22 +00:00
|
|
|
// Massacre must be preserved though.
|
2008-03-04 00:56:22 +00:00
|
|
|
if (DamageType != NAME_Massacre)
|
|
|
|
{
|
|
|
|
DamageType = NAME_None;
|
|
|
|
}
|
2006-10-31 15:24:22 +00:00
|
|
|
|
2008-03-04 00:56:22 +00:00
|
|
|
if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // Extreme death
|
2006-12-16 14:06:21 +00:00
|
|
|
diestate = FindState (NAME_Death, NAME_Extreme, true);
|
2008-03-04 00:56:22 +00:00
|
|
|
// If a non-player, mark as extremely dead for the crash state.
|
|
|
|
if (diestate != NULL && player == NULL && health >= gibhealth)
|
|
|
|
{
|
|
|
|
health = gibhealth - 1;
|
|
|
|
}
|
|
|
|
// For players, mark the appropriate flag.
|
|
|
|
else if (player != NULL)
|
|
|
|
{
|
|
|
|
player->cheats |= CF_EXTREMELYDEAD;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2006-11-29 10:03:35 +00:00
|
|
|
if (diestate == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // Normal death
|
2006-10-31 14:53:21 +00:00
|
|
|
diestate = FindState (NAME_Death);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
if (diestate != NULL)
|
|
|
|
{
|
|
|
|
SetState (diestate);
|
|
|
|
|
|
|
|
tics -= pr_killmobj() & 3;
|
|
|
|
if (tics < 1)
|
|
|
|
tics = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Destroy();
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// PROC P_AutoUseHealth
|
|
|
|
//
|
|
|
|
//---------------------------------------------------------------------------
|
2009-02-28 21:38:20 +00:00
|
|
|
static int CountHealth(TArray<AInventory *> &Items)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
int counted = 0;
|
|
|
|
for(unsigned i = 0; i < Items.Size(); i++)
|
|
|
|
{
|
|
|
|
counted += Items[i]->Amount * Items[i]->health;
|
|
|
|
}
|
|
|
|
return counted;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-02-28 21:38:20 +00:00
|
|
|
static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
|
|
|
|
{
|
|
|
|
int saved = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-02-28 21:38:20 +00:00
|
|
|
while (Items.Size() > 0 && saveHealth > 0)
|
|
|
|
{
|
|
|
|
int maxhealth = 0;
|
|
|
|
int index = -1;
|
2007-10-29 22:15:46 +00:00
|
|
|
|
2009-02-28 21:38:20 +00:00
|
|
|
// Find the largest item in the list
|
|
|
|
for(unsigned i = 0; i < Items.Size(); i++)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
if (Items[i]->health > maxhealth)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
index = i;
|
2009-04-03 01:25:06 +00:00
|
|
|
maxhealth = Items[i]->health;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
2009-02-28 21:38:20 +00:00
|
|
|
|
2009-04-03 01:25:06 +00:00
|
|
|
// Now apply the health items, using the same logic as Heretic and Hexen.
|
2009-02-28 21:38:20 +00:00
|
|
|
int count = (saveHealth + maxhealth-1) / maxhealth;
|
|
|
|
for(int i = 0; i < count; i++)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
saved += maxhealth;
|
|
|
|
saveHealth -= maxhealth;
|
|
|
|
if (--Items[index]->Amount == 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
|
|
|
|
{
|
|
|
|
Items[index]->Destroy ();
|
|
|
|
}
|
|
|
|
Items.Delete(index);
|
2006-02-24 04:48:15 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2009-02-28 21:38:20 +00:00
|
|
|
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)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
|
|
|
|
|
2009-03-26 02:06:14 +00:00
|
|
|
if (mode == 1) NormalHealthItems.Push(inv);
|
|
|
|
else if (mode == 2) LargeHealthItems.Push(inv);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
2009-02-28 21:38:20 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
//
|
|
|
|
// P_AutoUseStrifeHealth
|
|
|
|
//
|
|
|
|
//============================================================================
|
2009-02-28 21:38:20 +00:00
|
|
|
CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
void P_AutoUseStrifeHealth (player_t *player)
|
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
TArray<AInventory *> Items;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-02-28 21:38:20 +00:00
|
|
|
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
|
|
|
|
{
|
|
|
|
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-02-28 21:38:20 +00:00
|
|
|
if (mode == 3) Items.Push(inv);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!sv_disableautohealth)
|
|
|
|
{
|
|
|
|
while (Items.Size() > 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-02-28 21:38:20 +00:00
|
|
|
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);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
=
|
|
|
|
= 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
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
2006-10-31 14:53:21 +00:00
|
|
|
void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
unsigned ang;
|
2009-05-26 22:33:02 +00:00
|
|
|
player_t *player = NULL;
|
2006-02-24 04:48:15 +00:00
|
|
|
fixed_t thrust;
|
|
|
|
int temp;
|
2009-06-07 17:04:40 +00:00
|
|
|
int painchance = 0;
|
|
|
|
FState * woundstate = NULL;
|
|
|
|
PainChanceList * pc = NULL;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-09-14 20:47:53 +00:00
|
|
|
if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // Shouldn't happen
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Spectral targets only take damage from spectral projectiles.
|
2009-08-07 03:57:03 +00:00
|
|
|
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
|
|
|
{
|
2006-04-13 16:52:24 +00:00
|
|
|
/*
|
2006-02-24 04:48:15 +00:00
|
|
|
if (target->MissileState != NULL)
|
|
|
|
{
|
|
|
|
target->SetState (target->MissileState);
|
|
|
|
}
|
2006-04-13 16:52:24 +00:00
|
|
|
*/
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
if (inflictor && mod == NAME_Ice)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags & MF_ICECORPSE) // frozen
|
|
|
|
{
|
|
|
|
target->tics = 1;
|
2009-06-30 20:57:51 +00:00
|
|
|
target->velx = target->vely = target->velz = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
2009-08-07 03:57:03 +00:00
|
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // actor is invulnerable
|
2009-06-30 23:23:12 +00:00
|
|
|
if (target->player == NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-06-30 23:23:12 +00:00
|
|
|
if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-06-30 23:23:12 +00:00
|
|
|
// Players are optionally excluded from getting thrust by damage.
|
|
|
|
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
}
|
2006-10-22 10:32:41 +00:00
|
|
|
if (inflictor != NULL)
|
|
|
|
{
|
|
|
|
if (inflictor->flags5 & MF5_PIERCEARMOR) flags |= DMG_NO_ARMOR;
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
MeansOfDeath = mod;
|
2006-10-31 14:53:21 +00:00
|
|
|
FriendlyFire = false;
|
2006-02-24 04:48:15 +00:00
|
|
|
// [RH] Andy Baker's Stealth monsters
|
|
|
|
if (target->flags & MF_STEALTH)
|
|
|
|
{
|
|
|
|
target->alpha = OPAQUE;
|
|
|
|
target->visdir = -1;
|
|
|
|
}
|
|
|
|
if (target->flags & MF_SKULLFLY)
|
|
|
|
{
|
2009-06-30 20:57:51 +00:00
|
|
|
target->velx = target->vely = target->velz = 0;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2009-05-23 08:30:36 +00:00
|
|
|
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +00:00
|
|
|
if (target->flags2 & MF2_DORMANT)
|
|
|
|
{
|
|
|
|
// Invulnerable, and won't wake up
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
player = target->player;
|
|
|
|
if (player && damage > 1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +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)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +00:00
|
|
|
if (player != NULL)
|
|
|
|
{
|
|
|
|
if (!deathmatch && inflictor->health == -1)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (target->flags4 & MF4_SPECTRAL)
|
|
|
|
{
|
|
|
|
if (inflictor->health == -2 && !target->IsHostile(inflictor))
|
|
|
|
return;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2009-05-23 08:30:36 +00:00
|
|
|
|
|
|
|
damage = inflictor->DoSpecialDamage (target, damage);
|
|
|
|
if (damage == -1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +00:00
|
|
|
return;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2007-04-28 09:06:32 +00:00
|
|
|
|
2009-05-23 08:30:36 +00:00
|
|
|
}
|
|
|
|
// Handle active damage modifiers (e.g. PowerDamage)
|
|
|
|
if (source != NULL && source->Inventory != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +00:00
|
|
|
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;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2007-05-10 22:22:38 +00:00
|
|
|
|
2009-05-23 08:30:36 +00:00
|
|
|
DmgFactors * df = target->GetClass()->ActorInfo->DamageFactors;
|
|
|
|
if (df != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-05-23 08:30:36 +00:00
|
|
|
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;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2007-05-10 22:22:38 +00:00
|
|
|
|
2009-05-23 08:30:36 +00:00
|
|
|
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
if (damage == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// Push the target unless the source's weapon's kickback is 0.
|
2009-09-14 19:44:14 +00:00
|
|
|
// (i.e. Gauntlets/Chainsaw)
|
2006-02-24 04:48:15 +00:00
|
|
|
if (inflictor && inflictor != target // [RH] Not if hurting own self
|
|
|
|
&& !(target->flags & MF_NOCLIP)
|
2008-06-02 16:56:53 +00:00
|
|
|
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
|
2009-06-30 23:23:12 +00:00
|
|
|
&& !(flags & DMG_THRUSTLESS)
|
|
|
|
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
int kickback;
|
|
|
|
|
|
|
|
if (!source || !source->player || !source->player->ReadyWeapon)
|
|
|
|
kickback = gameinfo.defKickback;
|
|
|
|
else
|
|
|
|
kickback = source->player->ReadyWeapon->Kickback;
|
|
|
|
|
|
|
|
if (kickback)
|
|
|
|
{
|
2007-11-19 08:13:23 +00:00
|
|
|
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF))? source : inflictor;
|
|
|
|
|
|
|
|
ang = R_PointToAngle2 (origin->x, origin->y,
|
2006-02-24 04:48:15 +00:00
|
|
|
target->x, target->y);
|
2009-06-14 13:47:38 +00:00
|
|
|
|
|
|
|
|
|
|
|
// Calculate this as float to avoid overflows so that the
|
|
|
|
// clamping that had to be done here can be removed.
|
2009-09-14 19:44:14 +00:00
|
|
|
double fltthrust;
|
2009-09-11 01:00:01 +00:00
|
|
|
|
2009-09-14 19:44:14 +00:00
|
|
|
fltthrust = mod == NAME_MDK ? 10 : 32;
|
|
|
|
if (target->Mass > 0)
|
|
|
|
{
|
|
|
|
fltthrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., fltthrust);
|
|
|
|
}
|
2009-06-16 22:04:26 +00:00
|
|
|
|
|
|
|
thrust = FLOAT2FIXED(fltthrust);
|
2009-06-14 13:47:38 +00:00
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// make fall forwards sometimes
|
|
|
|
if ((damage < 40) && (damage > target->health)
|
2007-11-19 08:13:23 +00:00
|
|
|
&& (target->z - origin->z > 64*FRACUNIT)
|
2006-02-24 04:48:15 +00:00
|
|
|
&& (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;
|
2009-08-30 10:43:51 +00:00
|
|
|
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
|
2006-02-24 04:48:15 +00:00
|
|
|
&& source->player->ReadyWeapon != NULL &&
|
|
|
|
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
|
|
|
{
|
|
|
|
// Staff power level 2
|
2009-06-30 20:57:51 +00:00
|
|
|
target->velx += FixedMul (10*FRACUNIT, finecosine[ang]);
|
|
|
|
target->vely += FixedMul (10*FRACUNIT, finesine[ang]);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (!(target->flags & MF_NOGRAVITY))
|
|
|
|
{
|
2009-06-30 20:57:51 +00:00
|
|
|
target->velz += 5*FRACUNIT;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-06-30 20:57:51 +00:00
|
|
|
target->velx += FixedMul (thrust, finecosine[ang]);
|
|
|
|
target->vely += FixedMul (thrust, finesine[ang]);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// 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;
|
|
|
|
}
|
|
|
|
|
2009-05-23 08:30:36 +00:00
|
|
|
if (!(flags & DMG_FORCED))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-08-07 03:57:03 +00:00
|
|
|
if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
|
|
|
|
(target->player->cheats & CF_GODMODE)))
|
2009-05-23 08:30:36 +00:00
|
|
|
{ // player is invulnerable, so don't hurt him
|
|
|
|
return;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2009-05-23 08:30:36 +00:00
|
|
|
// [RH] Avoid friendly fire if enabled
|
|
|
|
if (source != NULL && player != source->player && target->IsTeammate (source))
|
|
|
|
{
|
|
|
|
FriendlyFire = true;
|
2009-08-07 03:57:03 +00:00
|
|
|
if (damage < TELEFRAG_DAMAGE)
|
2009-05-23 08:30:36 +00:00
|
|
|
{ // 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;
|
2006-02-24 04:48:15 +00:00
|
|
|
if (damage <= 0)
|
2009-05-23 08:30:36 +00:00
|
|
|
{
|
2009-06-05 21:44:34 +00:00
|
|
|
// If MF&_FORCEPAIN is set make the player enter the pain state.
|
|
|
|
if (inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)) goto dopain;
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
2009-05-23 08:30:36 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2009-05-23 08:30:36 +00:00
|
|
|
|
|
|
|
if (damage >= player->health
|
|
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
|
|
|
&& !player->morphTics)
|
|
|
|
{ // Try to use some inventory health
|
|
|
|
P_AutoUseHealth (player, damage - player->health + 1);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
2009-05-23 08:30:36 +00:00
|
|
|
if (player->health < 50 && !deathmatch && !(flags & DMG_FORCED))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
P_AutoUseStrifeHealth (player);
|
|
|
|
player->mo->health = player->health;
|
|
|
|
}
|
2009-08-07 04:08:38 +00:00
|
|
|
if (player->health <= 0)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2009-08-07 04:08:38 +00:00
|
|
|
// [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)
|
|
|
|
if ((player->cheats & CF_BUDDHA) && damage < TELEFRAG_DAMAGE)
|
|
|
|
{
|
|
|
|
target->health = player->health = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
player->health = 0;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2007-01-28 04:59:04 +00:00
|
|
|
player->LastDamageType = mod;
|
2006-02-24 04:48:15 +00:00
|
|
|
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
|
|
|
|
{
|
2009-03-19 22:48:55 +00:00
|
|
|
// Armor for monsters.
|
2009-05-23 08:30:36 +00:00
|
|
|
if (!(flags & (DMG_NO_ARMOR|DMG_FORCED)) && target->Inventory != NULL && damage > 0)
|
2009-03-19 22:48:55 +00:00
|
|
|
{
|
|
|
|
int newdam = damage;
|
|
|
|
target->Inventory->AbsorbDamage (damage, mod, newdam);
|
|
|
|
damage = newdam;
|
|
|
|
if (damage <= 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
target->health -= damage;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// the damage has been dealt; now deal with the consequences
|
|
|
|
//
|
2007-05-10 22:22:38 +00:00
|
|
|
|
|
|
|
// 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 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
if (target->health <= 0)
|
|
|
|
{ // Death
|
|
|
|
target->special1 = damage;
|
|
|
|
// check for special fire damage or ice damage deaths
|
2006-10-31 14:53:21 +00:00
|
|
|
if (mod == NAME_Fire)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (player && !player->morphTics)
|
|
|
|
{ // Check for flame death
|
|
|
|
if (!inflictor ||
|
|
|
|
((target->health > -50) && (damage > 25)) ||
|
2008-08-04 22:30:45 +00:00
|
|
|
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
target->DamageType = NAME_Fire;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
target->DamageType = NAME_Fire;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
target->DamageType = mod;
|
|
|
|
}
|
2008-08-06 19:25:59 +00:00
|
|
|
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // 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;
|
|
|
|
}
|
2006-10-31 14:53:21 +00:00
|
|
|
|
2009-06-07 17:04:40 +00:00
|
|
|
woundstate = target->FindState(NAME_Wound, mod);
|
2006-10-31 14:53:21 +00:00
|
|
|
if (woundstate != NULL)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-03-03 03:57:01 +00:00
|
|
|
int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
if (target->health <= woundhealth)
|
|
|
|
{
|
2006-10-31 14:53:21 +00:00
|
|
|
target->SetState (woundstate);
|
2006-02-24 04:48:15 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
2009-06-07 17:04:40 +00:00
|
|
|
|
|
|
|
pc = target->GetClass()->ActorInfo->PainChances;
|
|
|
|
painchance = target->PainChance;
|
2007-05-26 10:50:32 +00:00
|
|
|
if (pc != NULL)
|
|
|
|
{
|
|
|
|
BYTE * ppc = pc->CheckKey(mod);
|
|
|
|
if (ppc != NULL)
|
|
|
|
{
|
|
|
|
painchance = *ppc;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-07-04 18:17:44 +00:00
|
|
|
dopain:
|
|
|
|
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
|
|
|
|
!G_SkillProperty(SKILLP_NoPain) && (pr_damagemobj() < painchance ||
|
|
|
|
(inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN))) && !(target->flags & MF_SKULLFLY))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-08-08 15:18:23 +00:00
|
|
|
if (mod == NAME_Electric)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if (pr_lightning() < 96)
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
2006-12-16 14:06:21 +00:00
|
|
|
FState * painstate = target->FindState(NAME_Pain, mod);
|
2006-10-31 14:53:21 +00:00
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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!
|
2006-12-16 14:06:21 +00:00
|
|
|
FState * painstate = target->FindState(NAME_Pain, mod);
|
2006-10-31 14:53:21 +00:00
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
2008-08-08 15:18:23 +00:00
|
|
|
if (mod == NAME_PoisonCloud)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
if (!IsHostile (other) && // allow target switch if other is considered hostile
|
2006-02-24 04:48:15 +00:00
|
|
|
(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) &&
|
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
|
|
|
!IsHostile (other))
|
2006-02-24 04:48:15 +00:00
|
|
|
return false;
|
|
|
|
if (threshold != 0 && !(flags4 & MF4_QUICKTORETALIATE))
|
|
|
|
return false;
|
2006-03-03 03:57:01 +00:00
|
|
|
if (IsFriend (other))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // [RH] Friendlies don't target other friendlies
|
|
|
|
return false;
|
|
|
|
}
|
2007-05-20 11:08:36 +00:00
|
|
|
|
|
|
|
int infight;
|
2008-03-24 22:06:26 +00:00
|
|
|
if (flags5 & MF5_NOINFIGHTING) infight=-1;
|
2009-02-03 19:11:43 +00:00
|
|
|
else if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight=1;
|
|
|
|
else if (level.flags2 & LEVEL2_NOINFIGHTING) infight=-1;
|
2007-05-20 11:08:36 +00:00
|
|
|
else infight = infighting;
|
|
|
|
|
|
|
|
if (infight < 0 && other->player == NULL && !IsHostile (other))
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2007-05-20 11:08:36 +00:00
|
|
|
return false; // infighting off: Non-friendlies don't target other non-friendlies
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
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
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2009-06-07 09:41:22 +00:00
|
|
|
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
|
|
|
|
{
|
2009-06-07 09:41:22 +00:00
|
|
|
return false;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (source != NULL && source->player != player && player->mo->IsTeammate (source))
|
|
|
|
{
|
2007-12-22 22:04:20 +00:00
|
|
|
poison = (int)((float)poison * level.teamdamage);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (poison > 0)
|
|
|
|
{
|
|
|
|
player->poisoncount += poison;
|
|
|
|
player->poisoner = poisoner;
|
|
|
|
if(player->poisoncount > 100)
|
|
|
|
{
|
|
|
|
player->poisoncount = 100;
|
|
|
|
}
|
|
|
|
}
|
2009-06-07 09:41:22 +00:00
|
|
|
return true;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// 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;
|
|
|
|
}
|
2009-08-07 03:57:03 +00:00
|
|
|
if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
|
|
|
|
(player->cheats & CF_GODMODE)))
|
2006-02-24 04:48:15 +00:00
|
|
|
{ // target is invulnerable
|
|
|
|
return;
|
|
|
|
}
|
2007-10-29 22:15:46 +00:00
|
|
|
if (player)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
|
|
|
// Take half damage in trainer mode
|
2007-10-29 22:15:46 +00:00
|
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
if (damage >= player->health
|
2007-10-29 22:15:46 +00:00
|
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
2006-02-24 04:48:15 +00:00
|
|
|
&& !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
|
2009-08-07 04:08:38 +00:00
|
|
|
if ( player->cheats & CF_BUDDHA )
|
|
|
|
{ // [SP] Save the player...
|
|
|
|
player->health = target->health = 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
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;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
2009-08-07 04:08:38 +00:00
|
|
|
target->Die (source, source);
|
|
|
|
return;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
}
|
2006-10-31 14:53:21 +00:00
|
|
|
if (!(level.time&63) && playPainSound)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2006-12-16 14:06:21 +00:00
|
|
|
FState * painstate = target->FindState(NAME_Pain, target->DamageType);
|
2006-10-31 14:53:21 +00:00
|
|
|
if (painstate != NULL) target->SetState (painstate);
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
/*
|
|
|
|
if((P_Random() < target->info->painchance)
|
|
|
|
&& !(target->flags&MF_SKULLFLY))
|
|
|
|
{
|
|
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
P_SetMobjState(target, target->info->painstate);
|
|
|
|
}
|
|
|
|
*/
|
2009-06-07 09:41:22 +00:00
|
|
|
return;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-09-14 00:02:31 +00:00
|
|
|
bool CheckCheatmode ();
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
CCMD (kill)
|
|
|
|
{
|
2006-04-17 13:53:34 +00:00
|
|
|
if (argv.argc() > 1)
|
2006-02-24 04:48:15 +00:00
|
|
|
{
|
2008-02-20 21:28:55 +00:00
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
|
|
|
|
2006-04-17 13:53:34 +00:00
|
|
|
if (!stricmp (argv[1], "monsters"))
|
|
|
|
{
|
|
|
|
// Kill all the monsters
|
|
|
|
if (CheckCheatmode ())
|
|
|
|
return;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
2006-04-17 13:53:34 +00:00
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
|
|
Net_WriteByte (CHT_MASSACRE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-02-20 21:28:55 +00:00
|
|
|
Net_WriteByte (DEM_KILLCLASSCHEAT);
|
|
|
|
Net_WriteString (argv[1]);
|
2006-04-17 13:53:34 +00:00
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2008-12-28 09:49:15 +00:00
|
|
|
// If suiciding is disabled, then don't do it.
|
|
|
|
if (dmflags2 & DF2_NOSUICIDE)
|
|
|
|
return;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
// Kill the player
|
|
|
|
Net_WriteByte (DEM_SUICIDE);
|
|
|
|
}
|
|
|
|
C_HideConsole ();
|
|
|
|
}
|