// 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) // // 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; if (self->player == NULL) return; // No obituaries for voodoo dolls if (self->player->mo != self) 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); if (message == NULL) { message = attacker->GetHitObituary (); } } } else { message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary); if (message == NULL) { message = attacker->GetObituary (); } } } } if (message) { SexMessage (message, gendermessage, gender, self->player->userinfo.netname, self->player->userinfo.netname); Printf (PRINT_MEDIUM, "%s\n", gendermessage); return; } if (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) { message = inflictor->GetObituary (); } } if (message == NULL && attacker->player->ReadyWeapon != NULL) { message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_Obituary); if (message == NULL) { message = attacker->player->ReadyWeapon->GetObituary (); } } 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); } } } if (message) { SexMessage (message, gendermessage, gender, self->player->userinfo.netname, attacker->player->userinfo.netname); Printf (PRINT_MEDIUM, "%s\n", gendermessage); return; } SexMessage (GStrings("OB_DEFAULT"), gendermessage, gender, self->player->userinfo.netname, self->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"); } 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 (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 (source && source->player) { if (CountsAsKill()) { // count for intermission source->player->killcount++; level.killed_monsters++; } // 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++; level.killed_monsters++; } 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 && (healthmo->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 char *healthnames[2] = { "MedicalKit", "MedPatch" }; for (int i = 0; i < 2; ++i) { const TypeInfo *type = TypeInfo::FindType (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 (); }