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p_inter.c
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p_inter.c
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/* P_inter.c */
#include "doomdef.h"
#include "p_local.h"
#include "st_main.h"
#define BONUSADD 4
/* a weapon is found with two clip loads, a big item has five clip loads */
VINT maxammo[NUMAMMO] = {200, 50, 300, 50};
VINT clipammo[NUMAMMO] = {10, 4, 20, 1};
/*
===============================================================================
GET STUFF
===============================================================================
*/
/*
===================
=
= P_GiveAmmo
=
= Num is the number of clip loads, not the individual count (0= 1/2 clip)
= Returns false if the ammo can't be picked up at all
===================
*/
boolean P_GiveAmmo (player_t *player, ammotype_t ammo, int num)
{
int oldammo;
if (ammo == am_noammo)
return false;
if (ammo > NUMAMMO)
I_Error ("P_GiveAmmo: bad type %i", ammo);
if ( player->ammo[ammo] == player->maxammo[ammo] )
return false;
if (num)
num *= clipammo[ammo];
else
num = clipammo[ammo]/2;
if (gameskill == sk_baby)
num <<= 1; /* give double ammo in trainer mode */
oldammo = player->ammo[ammo];
player->ammo[ammo] += num;
if (player->ammo[ammo] > player->maxammo[ammo])
player->ammo[ammo] = player->maxammo[ammo];
if (oldammo)
return true; /* don't change up weapons, player was lower on */
/* purpose */
switch (ammo)
{
case am_clip:
if (player->readyweapon == wp_fist)
{
if (player->weaponowned[wp_chaingun])
player->pendingweapon = wp_chaingun;
else
player->pendingweapon = wp_pistol;
}
break;
case am_shell:
if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
{
if (player->weaponowned[wp_shotgun])
player->pendingweapon = wp_shotgun;
}
break;
case am_cell:
if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol)
{
if (player->weaponowned[wp_plasma])
player->pendingweapon = wp_plasma;
}
break;
case am_misl:
if (player->readyweapon == wp_fist)
{
if (player->weaponowned[wp_missile])
player->pendingweapon = wp_missile;
}
default:
break;
}
return true;
}
/*
===================
=
= P_GiveWeapon
=
= The weapon name may have a MF_DROPPED flag ored in
===================
*/
boolean P_GiveWeapon (player_t *player, weapontype_t weapon, boolean dropped)
{
boolean gaveammo, gaveweapon;
if (netgame == gt_coop && !dropped)
{ /* leave placed weapons forever on cooperative net games */
if (player->weaponowned[weapon])
return false;
player->weaponowned[weapon] = true;
P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
player->pendingweapon = weapon;
S_StartSound (player->mo, sfx_wpnup);
return false;
}
if (weaponinfo[weapon].ammo != am_noammo)
{ /* give one clip with a dropped weapon, two clips with a found weapon */
if (dropped)
gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
else
gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
}
else
gaveammo = false;
if (player->weaponowned[weapon])
gaveweapon = false;
else
{
int pnum = player - players;
gaveweapon = true;
player->weaponowned[weapon] = true;
player->pendingweapon = weapon;
stbar[pnum].specialFace = f_gotgat;
}
return gaveweapon || gaveammo;
}
/*
===================
=
= P_GiveBody
=
= Returns false if the body isn't needed at all
===================
*/
boolean P_GiveBody (player_t *player, int num)
{
if (player->health >= MAXHEALTH)
return false;
player->health += num;
if (player->health > MAXHEALTH)
player->health = MAXHEALTH;
player->mo->health = player->health;
return true;
}
/*
===================
=
= P_GiveArmor
=
= Returns false if the armor is worse than the current armor
===================
*/
boolean P_GiveArmor (player_t *player, int armortype)
{
int hits;
hits = armortype*100;
if (player->armorpoints >= hits)
return false; /* don't pick up */
player->armortype = armortype;
player->armorpoints = hits;
return true;
}
/*
===================
=
= P_GiveCard
=
===================
*/
void P_GiveCard (player_t *player, card_t card)
{
boolean allowkeysounds;
mobj_t* toucher = player->mo;
if (player->cards[card])
return;
/* allow keycard pickup sounds in single and splitscreen coop modes */
allowkeysounds = !netgame || (netgame == gt_coop && splitscreen);
if (player == &players[consoleplayer] ||
(splitscreen && player == &players[consoleplayer ^ 1]))
toucher = NULL;
if (allowkeysounds)
S_StartSound(toucher, sfx_itemup);
player->bonuscount = BONUSADD;
player->cards[card] = 1;
}
/*
===================
=
= P_GivePower
=
===================
*/
boolean P_GivePower (player_t *player, powertype_t power)
{
if (power == pw_invulnerability)
{
player->powers[power] = INVULNTICS;
return true;
}
if (power == pw_ironfeet)
{
player->powers[power] = IRONTICS;
return true;
}
if (power == pw_strength)
{
P_GiveBody (player, 100);
player->powers[power] = 1;
return true;
}
if (power == pw_infrared)
{
player->powers[power] = INFRATICS;
return true;
}
if (player->powers[power])
return false; /* already got it */
player->powers[power] = 1;
return true;
}
/*
==================
=
= P_TouchSpecialThing2
=
= Everything didn't fit in one function on the dsp, so half were moved here
= Returns sound to play, or -1 if no sound
==================
*/
int P_TouchSpecialThing2 (mobj_t *special, mobj_t *toucher)
{
player_t *player;
player = toucher->player ? &players[toucher->player-1] : NULL;
switch (special->sprite)
{
/* */
/* armor */
/* */
case SPR_ARM1:
if (!P_GiveArmor (player, 1))
return -1;
player->message = "You pick up the armor.";
break;
case SPR_ARM2:
if (!P_GiveArmor (player, 2))
return -1;
player->message = "You got the MegaArmor!";
break;
/* */
/* heals */
/* */
case SPR_STIM:
if (!P_GiveBody (player, 10))
return -1;
player->message = "You pick up a stimpack.";
break;
case SPR_MEDI:
if (!P_GiveBody (player, 25))
return -1;
if (player->health < 25)
player->message = "You pick up a medikit that you REALLY need!";
else
player->message = "You pick up a medikit.";
break;
/* */
/* power ups */
/* */
case SPR_PINV:
if (!P_GivePower (player, pw_invulnerability))
return -1;
player->message = "Invulnerability!";
break;
case SPR_PSTR:
if (!P_GivePower (player, pw_strength))
return -1;
player->message = "Berserk!";
if (player->readyweapon != wp_fist)
player->pendingweapon = wp_fist;
break;
case SPR_PINS:
break;
case SPR_SUIT:
if (!P_GivePower (player, pw_ironfeet))
return -1;
player->message = "Radiation Shielding Suit";
break;
case SPR_PMAP:
if (!P_GivePower (player, pw_allmap))
return -1;
player->message = "Computer Area Map";
break;
case SPR_PVIS:
if (!P_GivePower (player, pw_infrared))
return -1;
player->message = "Light Amplification Visor";
break;
default:
I_Error ("P_SpecialThing: Unknown gettable thing");
}
return sfx_itemup;
}
/*
==================
=
= P_TouchSpecialThing
=
==================
*/
void P_TouchSpecialThing (mobj_t *special, mobj_t *toucher)
{
player_t *player;
int i;
fixed_t delta;
int sound;
delta = special->z - toucher->z;
if (delta > toucher->height || delta < -8*FRACUNIT)
return; /* out of reach */
sound = sfx_itemup;
player = toucher->player ? &players[toucher->player - 1] : NULL;
if (toucher->health <= 0)
return; /* can happen with a sliding player corpse */
switch (special->sprite)
{
/* */
/* bonus items */
/* */
case SPR_BON1:
player->health+=2; /* can go over 100% */
if (player->health > 200)
player->health = 200;
player->mo->health = player->health;
player->message = "You pick up a health bonus.";
break;
case SPR_BON2:
player->armorpoints+=2; /* can go over 100% */
if (player->armorpoints > 200)
player->armorpoints = 200;
if (!player->armortype)
player->armortype = 1;
player->message = "You pick up an armor bonus.";
break;
case SPR_SOUL:
player->health += 100;
if (player->health > 200)
player->health = 200;
player->mo->health = player->health;
player->message = "Supercharge!";
break;
/* */
/* ammo */
/* */
case SPR_CLIP:
if (special->flags & MF_DROPPED)
{
if (!P_GiveAmmo (player,am_clip,0))
return;
}
else
{
if (!P_GiveAmmo (player,am_clip,1))
return;
}
player->message = "Picked up a clip.";
break;
case SPR_AMMO:
if (!P_GiveAmmo (player, am_clip,5))
return;
player->message = "Picked up a box of bullets.";
break;
case SPR_ROCK:
if (!P_GiveAmmo (player, am_misl,1))
return;
player->message = "Picked up a rocket.";
break;
case SPR_BROK:
if (!P_GiveAmmo (player, am_misl,5))
return;
player->message = "Picked up a box of rockets.";
break;
case SPR_CELL:
if (!P_GiveAmmo (player, am_cell,1))
return;
player->message = "Picked up an energy cell.";
break;
case SPR_CELP:
if (!P_GiveAmmo (player, am_cell,5))
return;
player->message = "Picked up an energy cell pack.";
break;
case SPR_SHEL:
if (!P_GiveAmmo (player, am_shell,1))
return;
player->message = "Picked up 4 shotgun shells.";
break;
case SPR_SBOX:
if (!P_GiveAmmo (player, am_shell,5))
return;
player->message = "Picked up a box of shotgun shells.";
break;
case SPR_BPAK:
if (!player->backpack)
{
for (i=0 ; i<NUMAMMO ; i++)
player->maxammo[i] *= 2;
player->backpack = true;
}
for (i=0 ; i<NUMAMMO ; i++)
P_GiveAmmo (player, i, 1);
player->message = "Picked up a backpack full of ammo!";
break;
/* */
/* weapons */
/* */
case SPR_BFUG:
if (!P_GiveWeapon (player, wp_bfg, false) )
return;
player->message = "You got the BFG9000! Oh, yes.";
sound = sfx_wpnup;
break;
case SPR_MGUN:
if (!P_GiveWeapon (player, wp_chaingun, false) )
return;
player->message = "You got the chaingun!";
sound = sfx_wpnup;
break;
case SPR_CSAW:
if (!P_GiveWeapon (player, wp_chainsaw, false) )
return;
player->message = "A chainsaw! Find some meat!";
sound = sfx_wpnup;
break;
case SPR_LAUN:
if (!P_GiveWeapon (player, wp_missile, false) )
return;
player->message = "You got the rocket launcher!";
sound = sfx_wpnup;
break;
case SPR_PLAS:
if (!P_GiveWeapon (player, wp_plasma, false) )
return;
player->message = "You got the plasma gun!";
sound = sfx_wpnup;
break;
case SPR_SHOT:
if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
return;
player->message = "You got the shotgun!";
sound = sfx_wpnup;
break;
/* */
/* cards */
/* leave cards for everyone */
case SPR_BKEY:
if (!player->cards[it_bluecard])
player->message = "You pick up a blue keycard.";
P_GiveCard(player, it_bluecard);
sound = sfx_None;
if (netgame)
return;
break;
case SPR_YKEY:
if (!player->cards[it_yellowcard])
player->message = "You pick up a yellow keycard.";
P_GiveCard(player, it_yellowcard);
sound = sfx_None;
if (netgame)
return;
break;
case SPR_RKEY:
if (!player->cards[it_redcard])
player->message = "You pick up a red keycard.";
P_GiveCard(player, it_redcard);
sound = sfx_None;
if (netgame)
return;
break;
case SPR_BSKU:
if (!player->cards[it_blueskull])
player->message = "You pick up a blue skull key.";
P_GiveCard(player, it_blueskull);
sound = sfx_None;
if (netgame)
return;
break;
case SPR_YSKU:
if (!player->cards[it_yellowskull])
player->message = "You pick up a yellow skull key.";
P_GiveCard(player, it_yellowskull);
sound = sfx_None;
if (netgame)
return;
break;
case SPR_RSKU:
if (!player->cards[it_redskull])
player->message = "You pick up a red skull key.";
P_GiveCard(player, it_redskull);
sound = sfx_None;
if (netgame)
return;
break;
default:
sound = P_TouchSpecialThing2 (special, toucher);
if (sound == -1)
return;
}
if (special->flags & MF_COUNTITEM)
player->itemcount++;
P_RemoveMobj (special);
player->bonuscount += BONUSADD;
if (sound <= sfx_None)
return;
if (player == &players[consoleplayer] || (splitscreen && player == &players[consoleplayer^1]))
toucher = NULL;
S_StartSound (toucher, sound);
}
/*
==============
=
= KillMobj
=
==============
*/
void P_KillMobj (mobj_t *source, mobj_t *target)
{
mobjtype_t item;
mobj_t *mo;
const mobjinfo_t* targinfo = &mobjinfo[target->type];
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
if (target->type != MT_SKULL)
target->flags &= ~MF_NOGRAVITY;
target->flags |= MF_CORPSE|MF_DROPOFF;
target->height >>= 2;
if (target->player)
{ /* a frag of one sort or another */
if (!source || !source->player || source->player == target->player)
{ /* killed self somehow */
player_t* player = &players[target->player - 1];
player->frags--;
if (player->frags < 0)
player->frags = 0;
}
else
{ /* killed by other player */
players[source->player - 1].frags++;
}
/* else just killed by a monster */
}
else if (source && source->player && (target->flags & MF_COUNTKILL) )
{ /* a deliberate kill by a player */
players[source->player - 1].killcount++; /* count for intermission */
}
else if (!netgame && (target->flags & MF_COUNTKILL) )
players[0].killcount++; /* count all monster deaths, even */
/* those caused by other monsters */
if (target->player)
{
player_t* player = &players[target->player - 1];
target->flags &= ~MF_SOLID;
player->playerstate = PST_DEAD;
P_DropWeapon (player);
if (target->health < -50)
{
stbar[target->player - 1].gotgibbed = true;
S_StartSound (target, sfx_slop);
}
else
S_StartSound (target, sfx_pldeth);
if (netgame == gt_coop)
R_ResetResp(player);
}
if (target->health < -targinfo->spawnhealth
&& targinfo->xdeathstate)
P_SetMobjState (target, targinfo->xdeathstate);
else
P_SetMobjState (target, targinfo->deathstate);
target->tics -= P_Random()&1;
if (target->tics < 1)
target->tics = 1;
/* */
/* drop stuff */
/* */
switch (target->type)
{
case MT_POSSESSED:
item = MT_CLIP;
break;
case MT_SHOTGUY:
item = MT_SHOTGUN;
break;
default:
return;
}
mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
mo->flags |= MF_DROPPED; /* special versions of items */
}
/*
=================
=
= P_DamageMobj
=
= Damages both enemies and players
= inflictor is the thing that caused the damage
= creature or missile, can be NULL (slime, etc)
= source is the thing to target after taking damage
= creature or NULL
= Source and inflictor are the same for melee attacks
= source can be null for barrel explosions and other environmental stuff
==================
*/
void P_DamageMobj (mobj_t *target, mobj_t *inflictor, mobj_t *source, int damage)
{
unsigned ang, an;
int saved;
int pnum = 0;
player_t *player;
fixed_t thrust;
const mobjinfo_t* targinfo = &mobjinfo[target->type];
if ( !(target->flags & MF_SHOOTABLE) )
return; /* shouldn't happen... */
if (target->health <= 0)
return;
if ( target->flags & MF_SKULLFLY )
{
target->momx = target->momy = target->momz = 0;
}
player = target->player ? &players[target->player - 1] : NULL;
if (player)
pnum = player - players;
if (player && gameskill == sk_baby)
damage >>= 1; /* take half damage in trainer mode */
/* */
/* kick away unless using the chainsaw */
/* */
if (inflictor && (!source || !source->player
|| players[source->player - 1].readyweapon != wp_chainsaw))
{
ang = R_PointToAngle2 ( inflictor->x, inflictor->y
,target->x, target->y);
thrust = damage*(FRACUNIT>>2)*100/targinfo->mass;
/* make fall forwards sometimes */
if ( damage < 40 && damage > target->health && target->z - inflictor->z > 64*FRACUNIT && (P_Random ()&1) )
{
ang += ANG180;
thrust *= 4;
}
an = ang >> ANGLETOFINESHIFT;
thrust >>= 16;
target->momx += thrust * finecosine(an);
target->momy += thrust * finesine(an);
}
/* */
/* player specific */
/* */
if (player)
{
// telefrags ignore the godmode cheat and invulnerability
if ( damage < 1000 )
{
if ( (player->cheats&CF_GODMODE)||player->powers[pw_invulnerability] )
return;
}
if (damage > 0)
{
stbar[pnum].specialFace = damage > 20 ? f_hurtbad : f_mowdown;
if (source && source != player->mo)
{
int right;
ang = R_PointToAngle2 ( target->x, target->y,
source->x, source->y );
if (ang > target->angle)
{
an = ang - target->angle;
right = an > ANG180;
}
else
{
an = target->angle - ang;
right = an <= ANG180;
}
if (an >= ANG45)
stbar[pnum].specialFace = right ? f_faceright : f_faceleft;
}
}
if (player->armortype)
{
if (player->armortype == 1)
saved = damage/3;
else
saved = damage/2;
if (player->armorpoints <= saved)
{ /* armor is used up */
saved = player->armorpoints;
player->armortype = 0;
}
player->armorpoints -= saved;
damage -= saved;
}
S_StartSound (target,sfx_plpain);
player->health -= damage; /* mirror mobj health here for Dave */
if (player->health < 0)
player->health = 0;
player->attacker = source;
player->damagecount += (damage>>1); /* add damage after armor / invuln */
}
/* */
/* do the damage */
/* */
target->health -= damage;
if (target->health <= 0)
{
P_KillMobj (source, target);
return;
}
if ( (P_Random () < targinfo->painchance) && !(target->flags&MF_SKULLFLY) )
{
target->flags |= MF_JUSTHIT; /* fight back! */
P_SetMobjState (target, targinfo->painstate);
}
target->reactiontime = 0; /* we're awake now... */
if (!target->threshold && source
&& spr_rotations /* don't fight amongst each other without rotations */
)
{ /* if not intent on another player, chase after this one */
target->target = source;
target->threshold = BASETHRESHOLD;
if (target->state == targinfo->spawnstate
&& targinfo->seestate != S_NULL)
P_SetMobjState (target, targinfo->seestate);
}
}