mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
549712e719
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
1687 lines
43 KiB
C++
1687 lines
43 KiB
C++
// Emacs style mode select -*- C++ -*-
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// $Id:$
|
|
//
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
//
|
|
// This source is available for distribution and/or modification
|
|
// only under the terms of the DOOM Source Code License as
|
|
// published by id Software. All rights reserved.
|
|
//
|
|
// The source is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
// for more details.
|
|
//
|
|
// $Log:$
|
|
//
|
|
// DESCRIPTION:
|
|
// Handling interactions (i.e., collisions).
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
// Data.
|
|
#include "doomdef.h"
|
|
#include "gstrings.h"
|
|
|
|
#include "doomstat.h"
|
|
|
|
#include "m_random.h"
|
|
#include "i_system.h"
|
|
#include "announcer.h"
|
|
|
|
#include "am_map.h"
|
|
|
|
#include "c_console.h"
|
|
#include "c_dispatch.h"
|
|
|
|
#include "p_local.h"
|
|
|
|
#include "p_lnspec.h"
|
|
#include "p_effect.h"
|
|
#include "p_acs.h"
|
|
|
|
#include "b_bot.h" //Added by MC:
|
|
|
|
#include "ravenshared.h"
|
|
#include "a_hexenglobal.h"
|
|
#include "a_sharedglobal.h"
|
|
#include "a_pickups.h"
|
|
#include "gi.h"
|
|
#include "templates.h"
|
|
#include "sbar.h"
|
|
#include "s_sound.h"
|
|
#include "g_level.h"
|
|
#include "d_net.h"
|
|
#include "d_netinf.h"
|
|
|
|
static FRandom pr_obituary ("Obituary");
|
|
static FRandom pr_botrespawn ("BotRespawn");
|
|
static FRandom pr_killmobj ("ActorDie");
|
|
static FRandom pr_damagemobj ("ActorTakeDamage");
|
|
static FRandom pr_lightning ("LightningDamage");
|
|
static FRandom pr_poison ("PoisonDamage");
|
|
static FRandom pr_switcher ("SwitchTarget");
|
|
|
|
CVAR (Bool, cl_showsprees, true, CVAR_ARCHIVE)
|
|
CVAR (Bool, cl_showmultikills, true, CVAR_ARCHIVE)
|
|
EXTERN_CVAR (Bool, show_obituaries)
|
|
|
|
|
|
FName MeansOfDeath;
|
|
bool FriendlyFire;
|
|
|
|
//
|
|
// GET STUFF
|
|
//
|
|
|
|
//
|
|
// P_TouchSpecialThing
|
|
//
|
|
void P_TouchSpecialThing (AActor *special, AActor *toucher)
|
|
{
|
|
fixed_t delta = special->z - toucher->z;
|
|
|
|
// The pickup is at or above the toucher's feet OR
|
|
// The pickup is below the toucher.
|
|
if (delta > toucher->height || delta < MIN(-32*FRACUNIT, -special->height))
|
|
{ // out of reach
|
|
return;
|
|
}
|
|
|
|
// Dead thing touching.
|
|
// Can happen with a sliding player corpse.
|
|
if (toucher->health <= 0)
|
|
return;
|
|
|
|
//Added by MC: Finished with this destination.
|
|
if (toucher->player != NULL && toucher->player->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 dmgflags)
|
|
{
|
|
FName mod;
|
|
const char *message;
|
|
const char *messagename;
|
|
char gendermessage[1024];
|
|
bool friendly;
|
|
int gender;
|
|
|
|
// No obituaries for non-players, voodoo dolls or when not wanted
|
|
if (self->player == NULL || self->player->mo != self || !show_obituaries)
|
|
return;
|
|
|
|
gender = self->player->userinfo.gender;
|
|
|
|
// Treat voodoo dolls as unknown deaths
|
|
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
|
|
MeansOfDeath = NAME_None;
|
|
|
|
if (multiplayer && !deathmatch)
|
|
FriendlyFire = true;
|
|
|
|
friendly = FriendlyFire;
|
|
mod = MeansOfDeath;
|
|
message = NULL;
|
|
messagename = NULL;
|
|
|
|
if (attacker == NULL || attacker->player != NULL)
|
|
{
|
|
if (mod == NAME_Telefrag)
|
|
{
|
|
if (AnnounceTelefrag (attacker, self))
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (AnnounceKill (attacker, self))
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (mod)
|
|
{
|
|
case NAME_Suicide: messagename = "OB_SUICIDE"; break;
|
|
case NAME_Falling: messagename = "OB_FALLING"; break;
|
|
case NAME_Crush: messagename = "OB_CRUSH"; break;
|
|
case NAME_Exit: messagename = "OB_EXIT"; break;
|
|
case NAME_Drowning: messagename = "OB_WATER"; break;
|
|
case NAME_Slime: messagename = "OB_SLIME"; break;
|
|
case NAME_Fire: if (attacker == NULL) messagename = "OB_LAVA"; break;
|
|
}
|
|
|
|
// Check for being killed by a voodoo doll.
|
|
if (inflictor && inflictor->player && inflictor->player->mo != inflictor)
|
|
{
|
|
messagename = "OB_VOODOO";
|
|
}
|
|
|
|
if (messagename != NULL)
|
|
message = GStrings(messagename);
|
|
|
|
if (attacker != NULL && message == NULL)
|
|
{
|
|
if (attacker == self)
|
|
{
|
|
message = GStrings("OB_KILLEDSELF");
|
|
}
|
|
else if (attacker->player == NULL)
|
|
{
|
|
if (mod == NAME_Telefrag)
|
|
{
|
|
message = GStrings("OB_MONTELEFRAG");
|
|
}
|
|
else if (mod == NAME_Melee)
|
|
{
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_HitObituary);
|
|
if (message == NULL)
|
|
{
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (message == NULL && attacker != NULL && attacker->player != NULL)
|
|
{
|
|
if (friendly)
|
|
{
|
|
attacker->player->fragcount -= 2;
|
|
attacker->player->frags[attacker->player - players]++;
|
|
self = attacker;
|
|
gender = self->player->userinfo.gender;
|
|
mysnprintf (gendermessage, countof(gendermessage), "OB_FRIENDLY%c", '1' + (pr_obituary() & 3));
|
|
message = GStrings(gendermessage);
|
|
}
|
|
else
|
|
{
|
|
if (mod == NAME_Telefrag) message = GStrings("OB_MPTELEFRAG");
|
|
if (message == NULL)
|
|
{
|
|
if (inflictor != NULL)
|
|
{
|
|
message = inflictor->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
}
|
|
if (message == NULL && (dmgflags & DMG_PLAYERATTACK) && attacker->player->ReadyWeapon != NULL)
|
|
{
|
|
message = attacker->player->ReadyWeapon->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
}
|
|
if (message == NULL)
|
|
{
|
|
switch (mod)
|
|
{
|
|
case NAME_BFGSplash: messagename = "OB_MPBFG_SPLASH"; break;
|
|
case NAME_Railgun: messagename = "OB_RAILGUN"; break;
|
|
}
|
|
if (messagename != NULL)
|
|
message = GStrings(messagename);
|
|
}
|
|
if (message == NULL)
|
|
{
|
|
message = attacker->GetClass()->Meta.GetMetaString (AMETA_Obituary);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else attacker = self; // for the message creation
|
|
|
|
if (message != NULL && message[0] == '$')
|
|
{
|
|
message = GStrings[message+1];
|
|
}
|
|
|
|
if (message == NULL)
|
|
{
|
|
message = GStrings("OB_DEFAULT");
|
|
}
|
|
|
|
SexMessage (message, gendermessage, gender,
|
|
self->player->userinfo.netname, attacker->player->userinfo.netname);
|
|
Printf (PRINT_MEDIUM, "%s\n", gendermessage);
|
|
}
|
|
|
|
|
|
//
|
|
// KillMobj
|
|
//
|
|
EXTERN_CVAR (Int, fraglimit)
|
|
|
|
void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
|
|
{
|
|
// Handle possible unmorph on death
|
|
bool wasgibbed = (health < GibHealth());
|
|
|
|
AActor *realthis = NULL;
|
|
int realstyle = 0;
|
|
int realhealth = 0;
|
|
if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
|
|
{
|
|
if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
|
|
{
|
|
if (wasgibbed)
|
|
{
|
|
int realgibhealth = realthis->GibHealth();
|
|
if (realthis->health >= realgibhealth)
|
|
{
|
|
realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)
|
|
}
|
|
}
|
|
realthis->Die(source, inflictor, dmgflags);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :)
|
|
effects &= ~FX_RESPAWNINVUL;
|
|
//flags &= ~MF_INVINCIBLE;
|
|
|
|
if (debugfile && this->player)
|
|
{
|
|
static int dieticks[MAXPLAYERS];
|
|
int pnum = int(this->player-players);
|
|
if (dieticks[pnum] == gametic)
|
|
gametic=gametic;
|
|
dieticks[pnum] = gametic;
|
|
fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
|
|
this->player->cheats&CF_PREDICTING?"predicting":"real");
|
|
}
|
|
|
|
// [RH] Notify this actor's items.
|
|
for (AInventory *item = Inventory; item != NULL; )
|
|
{
|
|
AInventory *next = item->Inventory;
|
|
item->OwnerDied();
|
|
item = next;
|
|
}
|
|
|
|
if (flags & MF_MISSILE)
|
|
{ // [RH] When missiles die, they just explode
|
|
P_ExplodeMissile (this, NULL, NULL);
|
|
return;
|
|
}
|
|
// [RH] Set the target to the thing that killed it. Strife apparently does this.
|
|
if (source != NULL)
|
|
{
|
|
target = source;
|
|
}
|
|
|
|
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
|
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
|
|
flags |= MF_DROPOFF;
|
|
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
|
{ // [RH] Only monsters get to be corpses.
|
|
// Objects with a raise state should get the flag as well so they can
|
|
// be revived by an Arch-Vile. Batman Doom needs this.
|
|
// [RC] And disable this if DONTCORPSE is set, of course.
|
|
if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE;
|
|
}
|
|
flags6 |= MF6_KILLED;
|
|
|
|
// [RH] Allow the death height to be overridden using metadata.
|
|
fixed_t metaheight = 0;
|
|
if (DamageType == NAME_Fire)
|
|
{
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_BurnHeight);
|
|
}
|
|
if (metaheight == 0)
|
|
{
|
|
metaheight = GetClass()->Meta.GetMetaFixed (AMETA_DeathHeight);
|
|
}
|
|
if (metaheight != 0)
|
|
{
|
|
height = MAX<fixed_t> (metaheight, 0);
|
|
}
|
|
else
|
|
{
|
|
height >>= 2;
|
|
}
|
|
|
|
// [RH] If the thing has a special, execute and remove it
|
|
// Note that the thing that killed it is considered
|
|
// the activator of the script.
|
|
// New: In Hexen, the thing that died is the activator,
|
|
// so now a level flag selects who the activator gets to be.
|
|
// Everything is now moved to P_ActivateThingSpecial().
|
|
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER))
|
|
&& !(activationtype & THINGSPEC_NoDeathSpecial))
|
|
{
|
|
P_ActivateThingSpecial(this, source, true);
|
|
}
|
|
|
|
if (CountsAsKill())
|
|
level.killed_monsters++;
|
|
|
|
if (source && source->player)
|
|
{
|
|
if (CountsAsKill())
|
|
{ // count for intermission
|
|
source->player->killcount++;
|
|
}
|
|
|
|
// Don't count any frags at level start, because they're just telefrags
|
|
// resulting from insufficient deathmatch starts, and it wouldn't be
|
|
// fair to count them toward a player's score.
|
|
if (player && level.maptime)
|
|
{
|
|
source->player->frags[player - players]++;
|
|
if (player == source->player) // [RH] Cumulative frag count
|
|
{
|
|
char buff[256];
|
|
|
|
player->fragcount--;
|
|
if (deathmatch && player->spreecount >= 5 && cl_showsprees)
|
|
{
|
|
SexMessage (GStrings("SPREEKILLSELF"), buff,
|
|
player->userinfo.gender, player->userinfo.netname,
|
|
player->userinfo.netname);
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
|
|
player->fragcount--;
|
|
|
|
++source->player->fragcount;
|
|
++source->player->spreecount;
|
|
if (source->player->morphTics)
|
|
{ // Make a super chicken
|
|
source->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
|
|
}
|
|
if (deathmatch && cl_showsprees)
|
|
{
|
|
const char *spreemsg;
|
|
char buff[256];
|
|
|
|
switch (source->player->spreecount)
|
|
{
|
|
case 5:
|
|
spreemsg = GStrings("SPREE5");
|
|
break;
|
|
case 10:
|
|
spreemsg = GStrings("SPREE10");
|
|
break;
|
|
case 15:
|
|
spreemsg = GStrings("SPREE15");
|
|
break;
|
|
case 20:
|
|
spreemsg = GStrings("SPREE20");
|
|
break;
|
|
case 25:
|
|
spreemsg = GStrings("SPREE25");
|
|
break;
|
|
default:
|
|
spreemsg = NULL;
|
|
break;
|
|
}
|
|
|
|
if (spreemsg == NULL && player->spreecount >= 5)
|
|
{
|
|
if (!AnnounceSpreeLoss (this))
|
|
{
|
|
SexMessage (GStrings("SPREEOVER"), buff, player->userinfo.gender,
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
}
|
|
}
|
|
else if (spreemsg != NULL)
|
|
{
|
|
if (!AnnounceSpree (source))
|
|
{
|
|
SexMessage (spreemsg, buff, player->userinfo.gender,
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
|
1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Multikills
|
|
if (player != source->player)
|
|
{
|
|
source->player->multicount++;
|
|
if (source->player->lastkilltime > 0)
|
|
{
|
|
if (source->player->lastkilltime < level.time - 3*TICRATE)
|
|
{
|
|
source->player->multicount = 1;
|
|
}
|
|
|
|
if (deathmatch &&
|
|
source->CheckLocalView (consoleplayer) &&
|
|
cl_showmultikills)
|
|
{
|
|
const char *multimsg;
|
|
|
|
switch (source->player->multicount)
|
|
{
|
|
case 1:
|
|
multimsg = NULL;
|
|
break;
|
|
case 2:
|
|
multimsg = GStrings("MULTI2");
|
|
break;
|
|
case 3:
|
|
multimsg = GStrings("MULTI3");
|
|
break;
|
|
case 4:
|
|
multimsg = GStrings("MULTI4");
|
|
break;
|
|
default:
|
|
multimsg = GStrings("MULTI5");
|
|
break;
|
|
}
|
|
if (multimsg != NULL)
|
|
{
|
|
char buff[256];
|
|
|
|
if (!AnnounceMultikill (source))
|
|
{
|
|
SexMessage (multimsg, buff, player->userinfo.gender,
|
|
player->userinfo.netname, source->player->userinfo.netname);
|
|
StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
|
|
1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L'));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
source->player->lastkilltime = level.time;
|
|
}
|
|
|
|
// [RH] Implement fraglimit
|
|
if (deathmatch && fraglimit &&
|
|
fraglimit <= D_GetFragCount (source->player))
|
|
{
|
|
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
|
|
G_ExitLevel (0, false);
|
|
}
|
|
}
|
|
}
|
|
else if (!multiplayer && CountsAsKill())
|
|
{
|
|
// count all monster deaths,
|
|
// even those caused by other monsters
|
|
players[0].killcount++;
|
|
}
|
|
|
|
if (player)
|
|
{
|
|
// [RH] Death messages
|
|
ClientObituary (this, inflictor, source, dmgflags);
|
|
|
|
// Death script execution, care of Skull Tag
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);
|
|
|
|
// [RH] Force a delay between death and respawn
|
|
player->respawn_time = level.time + TICRATE;
|
|
|
|
//Added by MC: Respawn bots
|
|
if (bglobal.botnum && consoleplayer == Net_Arbitrator && !demoplayback)
|
|
{
|
|
if (player->isbot)
|
|
player->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;
|
|
|
|
//Added by MC: Discard enemies.
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (players[i].isbot && this == players[i].enemy)
|
|
{
|
|
if (players[i].dest == players[i].enemy)
|
|
players[i].dest = NULL;
|
|
players[i].enemy = NULL;
|
|
}
|
|
}
|
|
|
|
player->spreecount = 0;
|
|
player->multicount = 0;
|
|
}
|
|
|
|
// count environment kills against you
|
|
if (!source)
|
|
{
|
|
player->frags[player - players]++;
|
|
player->fragcount--; // [RH] Cumulative frag count
|
|
}
|
|
|
|
flags &= ~MF_SOLID;
|
|
player->playerstate = PST_DEAD;
|
|
P_DropWeapon (player);
|
|
if (this == players[consoleplayer].camera && automapactive)
|
|
{
|
|
// don't die in auto map, switch view prior to dying
|
|
AM_Stop ();
|
|
}
|
|
|
|
// [GRB] Clear extralight. When you killed yourself with weapon that
|
|
// called A_Light1/2 before it called A_Light0, extraligh remained.
|
|
player->extralight = 0;
|
|
}
|
|
|
|
// [RH] If this is the unmorphed version of another monster, destroy this
|
|
// actor, because the morphed version is the one that will stick around in
|
|
// the level.
|
|
if (flags & MF_UNMORPHED)
|
|
{
|
|
Destroy ();
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
FState *diestate = NULL;
|
|
FName damagetype = (inflictor && inflictor->DeathType != NAME_None) ? inflictor->DeathType : DamageType;
|
|
|
|
if (damagetype != NAME_None)
|
|
{
|
|
diestate = FindState (NAME_Death, damagetype, true);
|
|
if (diestate == NULL)
|
|
{
|
|
if (damagetype == NAME_Ice)
|
|
{ // If an actor doesn't have an ice death, we can still give them a generic one.
|
|
|
|
if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
|
|
{
|
|
diestate = FindState(NAME_GenericFreezeDeath);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (diestate == NULL)
|
|
{
|
|
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
|
|
|
|
int gibhealth = GibHealth();
|
|
|
|
// Don't pass on a damage type this actor cannot handle.
|
|
// (most importantly, prevent barrels from passing on ice damage.)
|
|
// Massacre must be preserved though.
|
|
if (damagetype != NAME_Massacre)
|
|
{
|
|
damagetype = NAME_None;
|
|
}
|
|
|
|
if ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH))
|
|
{ // Extreme death
|
|
diestate = FindState (NAME_Death, NAME_Extreme, true);
|
|
// If a non-player, mark as extremely dead for the crash state.
|
|
if (diestate != NULL && player == NULL && health >= gibhealth)
|
|
{
|
|
health = gibhealth - 1;
|
|
}
|
|
// For players, mark the appropriate flag.
|
|
else if (player != NULL)
|
|
{
|
|
player->cheats |= CF_EXTREMELYDEAD;
|
|
}
|
|
}
|
|
if (diestate == NULL)
|
|
{ // Normal death
|
|
diestate = FindState (NAME_Death);
|
|
}
|
|
}
|
|
|
|
if (diestate != NULL)
|
|
{
|
|
SetState (diestate);
|
|
|
|
tics -= pr_killmobj() & 3;
|
|
if (tics < 1)
|
|
tics = 1;
|
|
}
|
|
else
|
|
{
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// PROC P_AutoUseHealth
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
static int CountHealth(TArray<AInventory *> &Items)
|
|
{
|
|
int counted = 0;
|
|
for(unsigned i = 0; i < Items.Size(); i++)
|
|
{
|
|
counted += Items[i]->Amount * Items[i]->health;
|
|
}
|
|
return counted;
|
|
}
|
|
|
|
static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
|
|
{
|
|
int saved = 0;
|
|
|
|
while (Items.Size() > 0 && saveHealth > 0)
|
|
{
|
|
int maxhealth = 0;
|
|
int index = -1;
|
|
|
|
// Find the largest item in the list
|
|
for(unsigned i = 0; i < Items.Size(); i++)
|
|
{
|
|
if (Items[i]->health > maxhealth)
|
|
{
|
|
index = i;
|
|
maxhealth = Items[i]->health;
|
|
}
|
|
}
|
|
|
|
// Now apply the health items, using the same logic as Heretic and Hexen.
|
|
int count = (saveHealth + maxhealth-1) / maxhealth;
|
|
for(int i = 0; i < count; i++)
|
|
{
|
|
saved += maxhealth;
|
|
saveHealth -= maxhealth;
|
|
if (--Items[index]->Amount == 0)
|
|
{
|
|
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
|
|
{
|
|
Items[index]->Destroy ();
|
|
}
|
|
Items.Delete(index);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return saved;
|
|
}
|
|
|
|
void P_AutoUseHealth(player_t *player, int saveHealth)
|
|
{
|
|
TArray<AInventory *> NormalHealthItems;
|
|
TArray<AInventory *> LargeHealthItems;
|
|
|
|
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
|
|
{
|
|
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
|
|
|
|
if (mode == 1) NormalHealthItems.Push(inv);
|
|
else if (mode == 2) LargeHealthItems.Push(inv);
|
|
}
|
|
}
|
|
|
|
int normalhealth = CountHealth(NormalHealthItems);
|
|
int largehealth = CountHealth(LargeHealthItems);
|
|
|
|
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
|
|
|
|
if (skilluse && normalhealth >= saveHealth)
|
|
{ // Use quartz flasks
|
|
player->health += UseHealthItems(NormalHealthItems, saveHealth);
|
|
}
|
|
else if (largehealth >= saveHealth)
|
|
{
|
|
// Use mystic urns
|
|
player->health += UseHealthItems(LargeHealthItems, saveHealth);
|
|
}
|
|
else if (skilluse && normalhealth + largehealth >= saveHealth)
|
|
{ // Use mystic urns and quartz flasks
|
|
player->health += UseHealthItems(NormalHealthItems, saveHealth);
|
|
if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
|
|
}
|
|
player->mo->health = player->health;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_AutoUseStrifeHealth
|
|
//
|
|
//============================================================================
|
|
CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
|
|
void P_AutoUseStrifeHealth (player_t *player)
|
|
{
|
|
TArray<AInventory *> Items;
|
|
|
|
for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
|
|
{
|
|
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
|
|
{
|
|
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
|
|
|
|
if (mode == 3) Items.Push(inv);
|
|
}
|
|
}
|
|
|
|
if (!sv_disableautohealth)
|
|
{
|
|
while (Items.Size() > 0)
|
|
{
|
|
int maxhealth = 0;
|
|
int index = -1;
|
|
|
|
// Find the largest item in the list
|
|
for(unsigned i = 0; i < Items.Size(); i++)
|
|
{
|
|
if (Items[i]->health > maxhealth)
|
|
{
|
|
index = i;
|
|
maxhealth = Items[i]->Amount;
|
|
}
|
|
}
|
|
|
|
while (player->health < 50)
|
|
{
|
|
if (!player->mo->UseInventory (Items[index]))
|
|
break;
|
|
}
|
|
if (player->health >= 50) return;
|
|
// Using all of this item was not enough so delete it and restart with the next best one
|
|
Items.Delete(index);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
=
|
|
= P_DamageMobj
|
|
=
|
|
= Damages both enemies and players
|
|
= inflictor is the thing that caused the damage
|
|
= creature or missile, can be NULL (slime, etc)
|
|
= source is the thing to target after taking damage
|
|
= creature or NULL
|
|
= Source and inflictor are the same for melee attacks
|
|
= source can be null for barrel explosions and other environmental stuff
|
|
==================
|
|
*/
|
|
|
|
static inline bool MustForcePain(AActor *target, AActor *inflictor)
|
|
{
|
|
return (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
|
|
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS));
|
|
}
|
|
|
|
|
|
// Returns the amount of damage actually inflicted upon the target, or -1 if
|
|
// the damage was cancelled.
|
|
int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags)
|
|
{
|
|
unsigned ang;
|
|
player_t *player = NULL;
|
|
fixed_t thrust;
|
|
int temp;
|
|
int painchance = 0;
|
|
FState * woundstate = NULL;
|
|
PainChanceList * pc = NULL;
|
|
bool justhit = false;
|
|
|
|
if (target == NULL || !((target->flags & MF_SHOOTABLE) || (target->flags6 & MF6_VULNERABLE)))
|
|
{ // Shouldn't happen
|
|
return -1;
|
|
}
|
|
|
|
// Spectral targets only take damage from spectral projectiles.
|
|
if (target->flags4 & MF4_SPECTRAL && damage < TELEFRAG_DAMAGE)
|
|
{
|
|
if (inflictor == NULL || !(inflictor->flags4 & MF4_SPECTRAL))
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
if (target->health <= 0)
|
|
{
|
|
if (inflictor && mod == NAME_Ice)
|
|
{
|
|
return -1;
|
|
}
|
|
else if (target->flags & MF_ICECORPSE) // frozen
|
|
{
|
|
target->tics = 1;
|
|
target->flags6 |= MF6_SHATTERING;
|
|
target->velx = target->vely = target->velz = 0;
|
|
}
|
|
return -1;
|
|
}
|
|
if ((target->flags2 & MF2_INVULNERABLE) && damage < TELEFRAG_DAMAGE && !(flags & DMG_FORCED))
|
|
{ // actor is invulnerable
|
|
if (target->player == NULL)
|
|
{
|
|
if (inflictor == NULL || !(inflictor->flags3 & MF3_FOILINVUL))
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Players are optionally excluded from getting thrust by damage.
|
|
if (static_cast<APlayerPawn *>(target)->PlayerFlags & PPF_NOTHRUSTWHENINVUL)
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
}
|
|
if (inflictor != NULL)
|
|
{
|
|
if (inflictor->flags5 & MF5_PIERCEARMOR)
|
|
flags |= DMG_NO_ARMOR;
|
|
}
|
|
|
|
MeansOfDeath = mod;
|
|
FriendlyFire = false;
|
|
// [RH] Andy Baker's Stealth monsters
|
|
if (target->flags & MF_STEALTH)
|
|
{
|
|
target->alpha = OPAQUE;
|
|
target->visdir = -1;
|
|
}
|
|
if (target->flags & MF_SKULLFLY)
|
|
{
|
|
target->velx = target->vely = target->velz = 0;
|
|
}
|
|
if (!(flags & DMG_FORCED)) // DMG_FORCED skips all special damage checks
|
|
{
|
|
if (target->flags2 & MF2_DORMANT)
|
|
{
|
|
// Invulnerable, and won't wake up
|
|
return -1;
|
|
}
|
|
player = target->player;
|
|
if (player && damage > 1 && damage < TELEFRAG_DAMAGE)
|
|
{
|
|
// Take half damage in trainer mode
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
}
|
|
// Special damage types
|
|
if (inflictor)
|
|
{
|
|
if (inflictor->flags4 & MF4_SPECTRAL)
|
|
{
|
|
if (player != NULL)
|
|
{
|
|
if (!deathmatch && inflictor->FriendPlayer > 0)
|
|
return -1;
|
|
}
|
|
else if (target->flags4 & MF4_SPECTRAL)
|
|
{
|
|
if (inflictor->FriendPlayer == 0 && !target->IsHostile(inflictor))
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
damage = inflictor->DoSpecialDamage (target, damage, mod);
|
|
if (damage == -1)
|
|
{
|
|
return -1;
|
|
}
|
|
}
|
|
// Handle active damage modifiers (e.g. PowerDamage)
|
|
if (source != NULL && source->Inventory != NULL)
|
|
{
|
|
int olddam = damage;
|
|
source->Inventory->ModifyDamage(olddam, mod, damage, false);
|
|
if (olddam != damage && damage <= 0)
|
|
{ // Still allow FORCEPAIN
|
|
if (MustForcePain(target, inflictor))
|
|
{
|
|
goto dopain;
|
|
}
|
|
return -1;
|
|
}
|
|
}
|
|
// 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)
|
|
{ // Still allow FORCEPAIN
|
|
if (MustForcePain(target, inflictor))
|
|
{
|
|
goto dopain;
|
|
}
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
if (!(flags & DMG_NO_FACTOR))
|
|
{
|
|
damage = FixedMul(damage, target->DamageFactor);
|
|
if (damage >= 0)
|
|
{
|
|
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, mod, target->GetClass()->ActorInfo->DamageFactors);
|
|
}
|
|
if (damage <= 0)
|
|
{ // Still allow FORCEPAIN
|
|
if (MustForcePain(target, inflictor))
|
|
{
|
|
goto dopain;
|
|
}
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
damage = target->TakeSpecialDamage (inflictor, source, damage, mod);
|
|
}
|
|
if (damage == -1)
|
|
{
|
|
return -1;
|
|
}
|
|
// Push the target unless the source's weapon's kickback is 0.
|
|
// (i.e. Gauntlets/Chainsaw)
|
|
if (inflictor && inflictor != target // [RH] Not if hurting own self
|
|
&& !(target->flags & MF_NOCLIP)
|
|
&& !(inflictor->flags2 & MF2_NODMGTHRUST)
|
|
&& !(flags & DMG_THRUSTLESS)
|
|
&& (source == NULL || source->player == NULL || !(source->flags2 & MF2_NODMGTHRUST)))
|
|
{
|
|
int kickback;
|
|
|
|
if (inflictor && inflictor->projectileKickback)
|
|
kickback = inflictor->projectileKickback;
|
|
else if (!source || !source->player || !source->player->ReadyWeapon)
|
|
kickback = gameinfo.defKickback;
|
|
else
|
|
kickback = source->player->ReadyWeapon->Kickback;
|
|
|
|
if (kickback)
|
|
{
|
|
AActor *origin = (source && (flags & DMG_INFLICTOR_IS_PUFF))? source : inflictor;
|
|
|
|
ang = R_PointToAngle2 (origin->x, origin->y,
|
|
target->x, target->y);
|
|
|
|
// Calculate this as float to avoid overflows so that the
|
|
// clamping that had to be done here can be removed.
|
|
double fltthrust;
|
|
|
|
fltthrust = mod == NAME_MDK ? 10 : 32;
|
|
if (target->Mass > 0)
|
|
{
|
|
fltthrust = clamp((damage * 0.125 * kickback) / target->Mass, 0., fltthrust);
|
|
}
|
|
|
|
thrust = FLOAT2FIXED(fltthrust);
|
|
|
|
// Don't apply ultra-small damage thrust
|
|
if (thrust < FRACUNIT/100) thrust = 0;
|
|
|
|
// make fall forwards sometimes
|
|
if ((damage < 40) && (damage > target->health)
|
|
&& (target->z - origin->z > 64*FRACUNIT)
|
|
&& (pr_damagemobj()&1)
|
|
// [RH] But only if not too fast and not flying
|
|
&& thrust < 10*FRACUNIT
|
|
&& !(target->flags & MF_NOGRAVITY))
|
|
{
|
|
ang += ANG180;
|
|
thrust *= 4;
|
|
}
|
|
ang >>= ANGLETOFINESHIFT;
|
|
if (source && source->player && (flags & DMG_INFLICTOR_IS_PUFF)
|
|
&& source->player->ReadyWeapon != NULL &&
|
|
(source->player->ReadyWeapon->WeaponFlags & WIF_STAFF2_KICKBACK))
|
|
{
|
|
// Staff power level 2
|
|
target->velx += FixedMul (10*FRACUNIT, finecosine[ang]);
|
|
target->vely += FixedMul (10*FRACUNIT, finesine[ang]);
|
|
if (!(target->flags & MF_NOGRAVITY))
|
|
{
|
|
target->velz += 5*FRACUNIT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
target->velx += FixedMul (thrust, finecosine[ang]);
|
|
target->vely += FixedMul (thrust, finesine[ang]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Avoid friendly fire if enabled
|
|
if (!(flags & DMG_FORCED) && source != NULL &&
|
|
((player && player != source->player) || (!player && target != source)) &&
|
|
target->IsTeammate (source))
|
|
{
|
|
if (player)
|
|
FriendlyFire = true;
|
|
if (damage < TELEFRAG_DAMAGE)
|
|
{ // Still allow telefragging :-(
|
|
damage = (int)((float)damage * level.teamdamage);
|
|
if (damage <= 0)
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
//
|
|
// player specific
|
|
//
|
|
if (player)
|
|
{
|
|
|
|
//Added by MC: Lets bots look allround for enemies if they survive an ambush.
|
|
if (player->isbot)
|
|
{
|
|
player->allround = true;
|
|
}
|
|
|
|
// end of game hell hack
|
|
if ((target->Sector->special & 255) == dDamage_End
|
|
&& damage >= target->health)
|
|
{
|
|
damage = target->health - 1;
|
|
}
|
|
|
|
if (!(flags & DMG_FORCED))
|
|
{
|
|
// check the real player, not a voodoo doll here for invulnerability effects
|
|
if (damage < TELEFRAG_DAMAGE && ((player->mo->flags2 & MF2_INVULNERABLE) ||
|
|
(player->cheats & CF_GODMODE)))
|
|
{ // player is invulnerable, so don't hurt him
|
|
return -1;
|
|
}
|
|
|
|
if (!(flags & DMG_NO_ARMOR) && player->mo->Inventory != NULL)
|
|
{
|
|
int newdam = damage;
|
|
player->mo->Inventory->AbsorbDamage (damage, mod, newdam);
|
|
damage = newdam;
|
|
if (damage <= 0)
|
|
{
|
|
// If MF6_FORCEPAIN is set, make the player enter the pain state.
|
|
if (!(target->flags5 & MF5_NOPAIN) && inflictor != NULL &&
|
|
(inflictor->flags6 & MF6_FORCEPAIN) && !(inflictor->flags5 & MF5_PAINLESS))
|
|
{
|
|
goto dopain;
|
|
}
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
if (damage >= player->health
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
|
&& !player->morphTics)
|
|
{ // Try to use some inventory health
|
|
P_AutoUseHealth (player, damage - player->health + 1);
|
|
}
|
|
}
|
|
|
|
player->health -= damage; // mirror mobj health here for Dave
|
|
// [RH] Make voodoo dolls and real players record the same health
|
|
target->health = player->mo->health -= damage;
|
|
if (player->health < 50 && !deathmatch && !(flags & DMG_FORCED))
|
|
{
|
|
P_AutoUseStrifeHealth (player);
|
|
player->mo->health = player->health;
|
|
}
|
|
if (player->health <= 0)
|
|
{
|
|
// [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)
|
|
{
|
|
// If this is a voodoo doll we need to handle the real player as well.
|
|
player->mo->health = target->health = player->health = 1;
|
|
}
|
|
else
|
|
{
|
|
player->health = 0;
|
|
}
|
|
}
|
|
player->LastDamageType = mod;
|
|
player->attacker = source;
|
|
player->damagecount += damage; // add damage after armor / invuln
|
|
if (player->damagecount > 100)
|
|
{
|
|
player->damagecount = 100; // teleport stomp does 10k points...
|
|
}
|
|
temp = damage < 100 ? damage : 100;
|
|
if (player == &players[consoleplayer])
|
|
{
|
|
I_Tactile (40,10,40+temp*2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Armor for monsters.
|
|
if (!(flags & (DMG_NO_ARMOR|DMG_FORCED)) && target->Inventory != NULL && damage > 0)
|
|
{
|
|
int newdam = damage;
|
|
target->Inventory->AbsorbDamage (damage, mod, newdam);
|
|
damage = newdam;
|
|
if (damage <= 0)
|
|
{
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
target->health -= damage;
|
|
}
|
|
|
|
//
|
|
// the damage has been dealt; now deal with the consequences
|
|
//
|
|
target->DamageTypeReceived = mod;
|
|
|
|
// If the damaging player has the power of drain, give the player 50% of the damage
|
|
// done in health.
|
|
if ( source && source->player && source->player->cheats & CF_DRAIN)
|
|
{
|
|
if (!target->player || target->player != source->player)
|
|
{
|
|
if ( P_GiveBody( source, damage / 2 ))
|
|
{
|
|
S_Sound( source, CHAN_ITEM, "*drainhealth", 1, ATTN_NORM );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (target->health <= 0)
|
|
{ // Death
|
|
target->special1 = damage;
|
|
// check for special fire damage or ice damage deaths
|
|
if (mod == NAME_Fire)
|
|
{
|
|
if (player && !player->morphTics)
|
|
{ // Check for flame death
|
|
if (!inflictor ||
|
|
((target->health > -50) && (damage > 25)) ||
|
|
!(inflictor->flags5 & MF5_SPECIALFIREDAMAGE))
|
|
{
|
|
target->DamageType = NAME_Fire;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
target->DamageType = NAME_Fire;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
target->DamageType = mod;
|
|
}
|
|
if (source && source->tracer && (source->flags5 & MF5_SUMMONEDMONSTER))
|
|
{ // Minotaur's kills go to his master
|
|
// Make sure still alive and not a pointer to fighter head
|
|
if (source->tracer->player && (source->tracer->player->mo == source->tracer))
|
|
{
|
|
source = source->tracer;
|
|
}
|
|
}
|
|
target->Die (source, inflictor, flags);
|
|
return damage;
|
|
}
|
|
|
|
woundstate = target->FindState(NAME_Wound, mod);
|
|
if (woundstate != NULL)
|
|
{
|
|
int woundhealth = RUNTIME_TYPE(target)->Meta.GetMetaInt (AMETA_WoundHealth, 6);
|
|
|
|
if (target->health <= woundhealth)
|
|
{
|
|
target->SetState (woundstate);
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
|
|
if (!(target->flags5 & MF5_NOPAIN) && (inflictor == NULL || !(inflictor->flags5 & MF5_PAINLESS)) &&
|
|
(target->player != NULL || !G_SkillProperty(SKILLP_NoPain)) && !(target->flags & MF_SKULLFLY))
|
|
{
|
|
pc = target->GetClass()->ActorInfo->PainChances;
|
|
painchance = target->PainChance;
|
|
if (pc != NULL)
|
|
{
|
|
int *ppc = pc->CheckKey(mod);
|
|
if (ppc != NULL)
|
|
{
|
|
painchance = *ppc;
|
|
}
|
|
}
|
|
|
|
if ((damage >= target->PainThreshold && pr_damagemobj() < painchance) ||
|
|
(inflictor != NULL && (inflictor->flags6 & MF6_FORCEPAIN)))
|
|
{
|
|
dopain:
|
|
if (mod == NAME_Electric)
|
|
{
|
|
if (pr_lightning() < 96)
|
|
{
|
|
justhit = true;
|
|
FState *painstate = target->FindState(NAME_Pain, mod);
|
|
if (painstate != NULL)
|
|
target->SetState(painstate);
|
|
}
|
|
else
|
|
{ // "electrocute" the target
|
|
target->renderflags |= RF_FULLBRIGHT;
|
|
if ((target->flags3 & MF3_ISMONSTER) && pr_lightning() < 128)
|
|
{
|
|
target->Howl ();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
justhit = true;
|
|
FState *painstate = target->FindState(NAME_Pain, ((inflictor && inflictor->PainType != NAME_None) ? inflictor->PainType : mod));
|
|
if (painstate != NULL)
|
|
target->SetState(painstate);
|
|
if (mod == NAME_PoisonCloud)
|
|
{
|
|
if ((target->flags3 & MF3_ISMONSTER) && pr_poison() < 128)
|
|
{
|
|
target->Howl ();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 11/98: Don't attack a friend, unless hit by that friend.
|
|
if (justhit && (target->target == source || !target->target || !target->IsFriend(target->target)))
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
return damage;
|
|
}
|
|
|
|
void P_PoisonMobj (AActor *target, AActor *inflictor, AActor *source, int damage, int duration, int period, FName type)
|
|
{
|
|
// Check for invulnerability.
|
|
if (!(inflictor->flags6 & MF6_POISONALWAYS))
|
|
{
|
|
if (target->flags2 & MF2_INVULNERABLE)
|
|
{ // actor is invulnerable
|
|
if (target->player == NULL)
|
|
{
|
|
if (!(inflictor->flags3 & MF3_FOILINVUL))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
target->Poisoner = source;
|
|
target->PoisonDamageTypeReceived = type;
|
|
target->PoisonPeriodReceived = period;
|
|
|
|
if (inflictor->flags6 & MF6_ADDITIVEPOISONDAMAGE)
|
|
{
|
|
target->PoisonDamageReceived += damage;
|
|
}
|
|
else
|
|
{
|
|
target->PoisonDamageReceived = damage;
|
|
}
|
|
|
|
if (inflictor->flags6 & MF6_ADDITIVEPOISONDURATION)
|
|
{
|
|
target->PoisonDurationReceived += duration;
|
|
}
|
|
else
|
|
{
|
|
target->PoisonDurationReceived = duration;
|
|
}
|
|
|
|
}
|
|
|
|
bool AActor::OkayToSwitchTarget (AActor *other)
|
|
{
|
|
if (other == this)
|
|
return false; // [RH] Don't hate self (can happen when shooting barrels)
|
|
|
|
if (!(other->flags & MF_SHOOTABLE))
|
|
return false; // Don't attack things that can't be hurt
|
|
|
|
if ((flags4 & MF4_NOTARGETSWITCH) && target != NULL)
|
|
return false; // Don't switch target if not allowed
|
|
|
|
if ((master != NULL && other->IsA(master->GetClass())) || // don't attack your master (or others of its type)
|
|
(other->master != NULL && IsA(other->master->GetClass()))) // don't attack your minion (or those of others of your type)
|
|
{
|
|
if (!IsHostile (other) && // allow target switch if other is considered hostile
|
|
(other->tid != TIDtoHate || TIDtoHate == 0) && // or has the tid we hate
|
|
other->TIDtoHate == TIDtoHate) // or has different hate information
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ((other->flags3 & MF3_NOTARGET) &&
|
|
(other->tid != TIDtoHate || TIDtoHate == 0) &&
|
|
!IsHostile (other))
|
|
return false;
|
|
if (threshold != 0 && !(flags4 & MF4_QUICKTORETALIATE))
|
|
return false;
|
|
if (IsFriend (other))
|
|
{ // [RH] Friendlies don't target other friendlies
|
|
return false;
|
|
}
|
|
|
|
int infight;
|
|
if (flags5 & MF5_NOINFIGHTING) infight=-1;
|
|
else if (level.flags2 & LEVEL2_TOTALINFIGHTING) infight=1;
|
|
else if (level.flags2 & LEVEL2_NOINFIGHTING) infight=-1;
|
|
else infight = infighting;
|
|
|
|
if (infight < 0 && other->player == NULL && !IsHostile (other))
|
|
{
|
|
return false; // infighting off: Non-friendlies don't target other non-friendlies
|
|
}
|
|
if (TIDtoHate != 0 && TIDtoHate == other->TIDtoHate)
|
|
return false; // [RH] Don't target "teammates"
|
|
if (other->player != NULL && (flags4 & MF4_NOHATEPLAYERS))
|
|
return false; // [RH] Don't target players
|
|
if (target != NULL && target->health > 0 &&
|
|
TIDtoHate != 0 && target->tid == TIDtoHate && pr_switcher() < 128 &&
|
|
P_CheckSight (this, target))
|
|
return false; // [RH] Don't be too quick to give up things we hate
|
|
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_PoisonPlayer - Sets up all data concerning poisoning
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_PoisonPlayer (player_t *player, AActor *poisoner, AActor *source, int poison)
|
|
{
|
|
if((player->cheats&CF_GODMODE) || (player->mo->flags2 & MF2_INVULNERABLE))
|
|
{
|
|
return false;
|
|
}
|
|
if (source != NULL && source->player != player && player->mo->IsTeammate (source))
|
|
{
|
|
poison = (int)((float)poison * level.teamdamage);
|
|
}
|
|
if (poison > 0)
|
|
{
|
|
player->poisoncount += poison;
|
|
player->poisoner = poisoner;
|
|
if (poisoner == NULL)
|
|
{
|
|
player->poisontype = player->poisonpaintype = NAME_None;
|
|
}
|
|
else
|
|
{ // We need to record these in case the poisoner disappears before poisoncount reaches 0.
|
|
player->poisontype = poisoner->DamageType;
|
|
player->poisonpaintype = poisoner->PainType != NAME_None ? poisoner->PainType : poisoner->DamageType;
|
|
}
|
|
if(player->poisoncount > 100)
|
|
{
|
|
player->poisoncount = 100;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_PoisonDamage - Similar to P_DamageMobj
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_PoisonDamage (player_t *player, AActor *source, int damage,
|
|
bool playPainSound)
|
|
{
|
|
AActor *target;
|
|
AActor *inflictor;
|
|
|
|
target = player->mo;
|
|
inflictor = source;
|
|
if (target->health <= 0)
|
|
{
|
|
return;
|
|
}
|
|
if (damage < TELEFRAG_DAMAGE && ((target->flags2 & MF2_INVULNERABLE) ||
|
|
(player->cheats & CF_GODMODE)))
|
|
{ // target is invulnerable
|
|
return;
|
|
}
|
|
if (player)
|
|
{
|
|
// Take half damage in trainer mode
|
|
damage = FixedMul(damage, G_SkillProperty(SKILLP_DamageFactor));
|
|
}
|
|
// Handle passive damage modifiers (e.g. PowerProtection)
|
|
if (target->Inventory != NULL)
|
|
{
|
|
target->Inventory->ModifyDamage(damage, player->poisontype, damage, true);
|
|
}
|
|
// Modify with damage factors
|
|
damage = FixedMul(damage, target->DamageFactor);
|
|
if (damage > 0)
|
|
{
|
|
damage = DamageTypeDefinition::ApplyMobjDamageFactor(damage, player->poisontype, target->GetClass()->ActorInfo->DamageFactors);
|
|
}
|
|
if (damage <= 0)
|
|
{ // Damage was reduced to 0, so don't bother further.
|
|
return;
|
|
}
|
|
if (damage >= player->health
|
|
&& (G_SkillProperty(SKILLP_AutoUseHealth) || deathmatch)
|
|
&& !player->morphTics)
|
|
{ // Try to use some inventory health
|
|
P_AutoUseHealth(player, damage - player->health+1);
|
|
}
|
|
player->health -= damage; // mirror mobj health here for Dave
|
|
if (player->health < 50 && !deathmatch)
|
|
{
|
|
P_AutoUseStrifeHealth(player);
|
|
}
|
|
if (player->health < 0)
|
|
{
|
|
player->health = 0;
|
|
}
|
|
player->attacker = source;
|
|
|
|
//
|
|
// do the damage
|
|
//
|
|
target->health -= damage;
|
|
if (target->health <= 0)
|
|
{ // Death
|
|
if (player->cheats & CF_BUDDHA)
|
|
{ // [SP] Save the player...
|
|
player->health = target->health = 1;
|
|
}
|
|
else
|
|
{
|
|
target->special1 = damage;
|
|
if (player && !player->morphTics)
|
|
{ // Check for flame death
|
|
if ((player->poisontype == NAME_Fire) && (target->health > -50) && (damage > 25))
|
|
{
|
|
target->DamageType = NAME_Fire;
|
|
}
|
|
else
|
|
{
|
|
target->DamageType = player->poisontype;
|
|
}
|
|
}
|
|
target->Die(source, source);
|
|
return;
|
|
}
|
|
}
|
|
if (!(level.time&63) && playPainSound)
|
|
{
|
|
FState *painstate = target->FindState(NAME_Pain, player->poisonpaintype);
|
|
if (painstate != NULL)
|
|
{
|
|
target->SetState(painstate);
|
|
}
|
|
}
|
|
/*
|
|
if((P_Random() < target->info->painchance)
|
|
&& !(target->flags&MF_SKULLFLY))
|
|
{
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
P_SetMobjState(target, target->info->painstate);
|
|
}
|
|
*/
|
|
return;
|
|
}
|
|
|
|
|
|
CCMD (kill)
|
|
{
|
|
if (argv.argc() > 1)
|
|
{
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
if (!stricmp (argv[1], "monsters"))
|
|
{
|
|
// Kill all the monsters
|
|
if (CheckCheatmode ())
|
|
return;
|
|
|
|
Net_WriteByte (DEM_GENERICCHEAT);
|
|
Net_WriteByte (CHT_MASSACRE);
|
|
}
|
|
else
|
|
{
|
|
Net_WriteByte (DEM_KILLCLASSCHEAT);
|
|
Net_WriteString (argv[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If suiciding is disabled, then don't do it.
|
|
if (dmflags2 & DF2_NOSUICIDE)
|
|
return;
|
|
|
|
// Kill the player
|
|
Net_WriteByte (DEM_SUICIDE);
|
|
}
|
|
C_HideConsole ();
|
|
}
|