ref: 725090a6ac3b526560082681e3329effd800bd5b
parent: aecddc60790bac4b44ce0e5790ec644da657571b
author: James Haley <haleyjd@hotmail.com>
date: Fri Feb 4 00:50:28 EST 2011
Finished second sweep of p_inter.c for missed code and bugs. Significant adjustments and cleanup for P_DamageMobj, including "horror" predicate for spectral damage, missing target->target assignment for players, and use of the wrong mobj_t for R_PointToAngle2 when doing hookshot damage. Subversion-branch: /branches/strife-branch Subversion-revision: 2246
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -3136,6 +3136,7 @@
//
// A_TeleportBeacon
+//
// villsa [STRIFE] - new codepointer
//
void A_TeleportBeacon(mobj_t* actor)
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -24,9 +24,6 @@
//
//-----------------------------------------------------------------------------
-
-
-
// Data.
#include "doomdef.h"
#include "dstrings.h"
@@ -52,11 +49,9 @@
#include "f_finale.h"
-#define BONUSADD 6
+#define BONUSADD 6
-
-
// a weapon is found with two clip loads,
// a big item has five clip loads
// villsa [STRIFE] updated arrays
@@ -74,7 +69,8 @@
// not the individual count (0= 1/2 clip).
// Returns false if the ammo can't be picked up at all
//
-
+// [STRIFE] Modified for Strife ammo types
+//
boolean P_GiveAmmo(player_t* player, ammotype_t ammo, int num)
{
int oldammo;
@@ -233,13 +229,13 @@
return(gaveweapon || gaveammo);
}
-
+
//
// P_GiveBody
// Returns false if the body isn't needed at all
//
-// villsa [STRIFE] a lot of changes has been added for stamina
+// villsa [STRIFE] a lot of changes have been added for stamina
//
boolean P_GiveBody(player_t* player, int num)
{
@@ -299,6 +295,8 @@
// Returns false if the armor is worse
// than the current armor.
//
+// [STRIFE] Modified for Strife armor items
+//
boolean P_GiveArmor(player_t* player, int armortype)
{
int hits;
@@ -314,7 +312,7 @@
hits = armortype * 100;
if(player->armorpoints >= hits)
- return false; // don't pick up
+ return false; // don't pick up
player->armortype = armortype;
player->armorpoints = hits;
@@ -327,6 +325,8 @@
//
// P_GiveCard
//
+// [STRIFE] Modified to use larger bonuscount
+//
boolean P_GiveCard(player_t* player, card_t card)
{
if (player->cards[card])
@@ -343,9 +343,10 @@
//
// P_GivePower
//
+// [STRIFE] Modifications for new powerups
+//
boolean P_GivePower(player_t* player, powertype_t power)
-{
-
+{
// haleyjd 09/14/10: [STRIFE] moved to top, exception for Shadow Armor
if(player->powers[power] && power != pw_invisibility)
return false; // already got it
@@ -746,6 +747,8 @@
//
// KillMobj
//
+// [STRIFE] Major modifications for drop types, no tic randomization, etc.
+//
void P_KillMobj(mobj_t* source, mobj_t* target)
{
mobjtype_t item;
@@ -758,8 +761,10 @@
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_BOUNCE|MF_CORPSE|MF_DROPOFF);
// villsa [STRIFE] unused
- /*if (target->type != MT_SKULL)
- target->flags &= ~MF_NOGRAVITY;*/
+ /*
+ if (target->type != MT_SKULL)
+ target->flags &= ~MF_NOGRAVITY;
+ */
target->flags |= MF_CORPSE|MF_DROPOFF;
target->height = FRACUNIT; // villsa [STRIFE] set to fracunit instead of >>= 2
@@ -768,7 +773,7 @@
{
// count for intermission
if(target->flags & MF_COUNTKILL)
- source->player->killcount++;
+ source->player->killcount++;
if(target->player)
{
@@ -823,7 +828,7 @@
target->z + (24*FRACUNIT), MT_MONY_25);
// [STRIFE] TODO - what the hell is it doing here?
- loot->health = target->player->inventory[0].amount;
+ loot->health = target->player->inventory[0].amount;
loot->health = -target->player->inventory[0].amount;
amount = target->player->inventory[0].amount;
@@ -845,7 +850,7 @@
target->flags &= ~MF_SOLID;
target->player->playerstate = PST_DEAD;
- target->player->mo->momz = (5*FRACUNIT);
+ target->player->mo->momz = 5*FRACUNIT; // [STRIFE]: small hop!
P_DropWeapon(target->player);
if(target->player == &players[consoleplayer]
@@ -874,9 +879,11 @@
}
// villsa [STRIFE] unused
- /*target->tics -= P_Random()&3;
+ /*
+ target->tics -= P_Random()&3;
if (target->tics < 1)
- target->tics = 1;*/
+ target->tics = 1;
+ */
// Drop stuff.
// villsa [STRIFE] get item from dialog target
@@ -1022,6 +1029,7 @@
//
// P_IsMobjBoss
+//
// villsa [STRIFE] new function
//
static boolean P_IsMobjBoss(mobjtype_t type)
@@ -1052,6 +1060,9 @@
// Source can be NULL for slime, barrel explosions
// and other environmental stuff.
//
+// [STRIFE] Extensive changes for spectrals, fire damage, disintegration, and
+// a plethora of mobjtype-specific hacks.
+//
void P_DamageMobj(mobj_t* target, mobj_t* inflictor, mobj_t* source, int damage)
{
angle_t ang;
@@ -1061,7 +1072,7 @@
int temp;
if(!(target->flags & MF_SHOOTABLE) )
- return; // shouldn't happen...
+ return; // shouldn't happen...
if(target->health <= 0)
return;
@@ -1068,7 +1079,7 @@
player = target->player;
- // villsa [STRIFE] unused - skullfly check
+ // villsa [STRIFE] unused - skullfly check (removed)
// villsa [STRIFE] handle spectral stuff
// notes on projectile health:
@@ -1075,32 +1086,64 @@
// -2 == enemy spectral projectile
// -1 == player spectral projectile
- if(!(!inflictor ||
- !(inflictor->flags & MF_SPECTRAL) ||
- (target->type != MT_PLAYER || inflictor->health != -1) &&
- (!(target->flags & MF_SPECTRAL) || inflictor->health != -2) &&
- (target->type != MT_RLEADER2 && target->type != MT_ORACLE && target->type != MT_SPECTRE_C ||
- (source->player->sigiltype) >= 1)))
- return;
+ // haleyjd 20110203: refactored completely
+ if(inflictor && (inflictor->flags & MF_SPECTRAL))
+ {
+ // players aren't damaged by their own (or others???) sigils
+ // STRIFE-TODO: verify in deathmatch
+ if(target->type == MT_PLAYER && inflictor->health == -1)
+ return;
+ // enemies aren't damaged by enemy sigil attacks
+ if((target->flags & MF_SPECTRAL) && inflictor->health == -2)
+ return;
+ // Macil2, Oracle, and Spectre C cannot be damaged by Sigil A
+ switch(target->type)
+ {
+ case MT_RLEADER2:
+ case MT_ORACLE:
+ case MT_SPECTRE_C:
+ // haleyjd: added source->player validity check for safety...
+ if(source->player && source->player->sigiltype < 1)
+ return;
+ default:
+ break;
+ }
+ }
// villsa [STRIFE] new checks for various actors
if(inflictor)
{
- if(inflictor->type != MT_SFIREBALL
- && inflictor->type != MT_C_FLAME
- && inflictor->type != MT_PFLAME)
+ // Fire damage inflictors
+ if(inflictor->type == MT_SFIREBALL ||
+ inflictor->type == MT_C_FLAME ||
+ inflictor->type == MT_PFLAME)
{
+ temp = damage / 2;
+
+ if(P_IsMobjBoss(target->type))
+ damage /= 2;
+ else if(inflictor->type == MT_PFLAME)
+ {
+ damage /= 2;
+ // robots take very little damage
+ if(target->flags & MF_NOBLOOD)
+ damage = temp / 2;
+ }
+ }
+ else
+ {
switch(inflictor->type)
{
case MT_HOOKSHOT:
+ // haleyjd 20110203: should use source, not inflictor
ang = R_PointToAngle2(
- target->x,
- target->y,
- inflictor->x,
- inflictor->y) >> ANGLETOFINESHIFT;
+ target->x,
+ target->y,
+ source->x,
+ source->y) >> ANGLETOFINESHIFT;
target->momx += FixedMul(finecosine[ang], (12750*FRACUNIT) / target->info->mass);
- target->momy += FixedMul(finesine[ang], (12750*FRACUNIT) / target->info->mass);
+ target->momy += FixedMul(finesine[ang], (12750*FRACUNIT) / target->info->mass);
target->reactiontime += 10;
temp = P_AproxDistance(target->x - source->x, target->y - source->y);
@@ -1122,29 +1165,17 @@
break;
default:
+ // Spectral retaliation, though this may in fact be unreachable
+ // since non-spectral inflictors are mostly filtered out.
if(target->flags & MF_SPECTRAL
&& !(inflictor->flags & MF_SPECTRAL))
{
P_SetMobjState(target, target->info->missilestate);
- return;
+ return; // take no damage
}
break;
}
}
- else
- {
- temp = damage / 2;
-
- if(P_IsMobjBoss(target->type))
- damage /= 2;
- else if(inflictor->type == MT_PFLAME)
- {
- damage /= 2;
- // robots take very little damage
- if(target->flags & MF_NOBLOOD)
- damage = temp / 2;
- }
- }
}
// villsa [STRIFE] special cases for shopkeepers and macil
@@ -1166,7 +1197,6 @@
return;
damage = target->health;
-
}
if(player && gameskill == sk_baby)
@@ -1183,9 +1213,9 @@
|| source->player->readyweapon != wp_flame))
{
ang = R_PointToAngle2(inflictor->x,
- inflictor->y,
- target->x,
- target->y);
+ inflictor->y,
+ target->x,
+ target->y);
thrust = damage * (FRACUNIT>>3) * 100 / target->info->mass;
@@ -1221,7 +1251,7 @@
if(damage < 1000 && (player->cheats & CF_GODMODE))
return;
- // villsa [STRIFE] flame attacks don't damage player if wearing envirosuit??
+ // villsa [STRIFE] flame attacks don't damage player if wearing envirosuit
if(player->powers[pw_ironfeet] && inflictor)
{
if(inflictor->type == MT_SFIREBALL ||
@@ -1252,15 +1282,19 @@
player->armorpoints -= saved;
damage -= saved;
}
- player->health -= damage; // mirror mobj health here for Dave
+ player->health -= damage; // mirror mobj health here for Dave
if(player->health < 0)
player->health = 0;
player->attacker = source;
- player->damagecount += damage; // add damage after armor / invuln
+ player->damagecount += damage; // add damage after armor / invuln
+ // haleyjd 20110203 [STRIFE]: target->target set here
+ if(target != source)
+ target->target = source;
+
if(player->damagecount > 100)
- player->damagecount = 100; // teleport stomp does 10k points...
+ player->damagecount = 100; // teleport stomp does 10k points...
temp = damage < 100 ? damage : 100;
@@ -1289,13 +1323,12 @@
target->health = -target->info->spawnhealth;
else if(!(target->flags & MF_NOBLOOD))
{
- // villsa [STRIFE] TODO - this isn't working because the
- // inflictor is always the player
+ // villsa [STRIFE] disintegration death
if(inflictor &&
- (inflictor->type == MT_STRIFEPUFF3
- || inflictor->type == MT_L_LASER
- || inflictor->type == MT_TORPEDO
- || inflictor->type == MT_TORPEDOSPREAD))
+ (inflictor->type == MT_STRIFEPUFF3 ||
+ inflictor->type == MT_L_LASER ||
+ inflictor->type == MT_TORPEDO ||
+ inflictor->type == MT_TORPEDOSPREAD))
{
S_StartSound(target, sfx_dsrptr);
target->health = -6666;
@@ -1305,9 +1338,9 @@
// villsa [STRIFE] flame death stuff
if(!(target->flags & MF_NOBLOOD)
&& inflictor
- && (inflictor->type == MT_SFIREBALL
- || inflictor->type == MT_C_FLAME
- || inflictor->type == MT_PFLAME))
+ && (inflictor->type == MT_SFIREBALL ||
+ inflictor->type == MT_C_FLAME ||
+ inflictor->type == MT_PFLAME))
{
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SHADOW|MF_MVIS);
if(target->player)
@@ -1330,26 +1363,23 @@
}
// villsa [STRIFE] set crash state
- if(target->health <= 6)
+ if(target->health <= 6 && target->info->crashstate)
{
- if(target->info->crashstate)
- {
- P_SetMobjState(target, target->info->crashstate);
- return;
- }
+ P_SetMobjState(target, target->info->crashstate);
+ return;
}
-
if(damage)
{
- if((P_Random() < target->info->painchance)) // villsa [STRIFE] unused skullfly flag
+ // villsa [STRIFE] removed unused skullfly flag
+ if(P_Random() < target->info->painchance)
{
- target->flags |= MF_JUSTHIT; // fight back!
+ target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState (target, target->info->painstate);
}
}
- target->reactiontime = 0; // we're awake now...
+ target->reactiontime = 0; // we're awake now...
// villsa [STRIFE] new checks for thing types
if (target->type != MT_PROGRAMMER
@@ -1356,7 +1386,7 @@
&& (!target->threshold || target->type == MT_ENTITY)
&& source && source != target
&& source->type != MT_ENTITY
- && (source->flags & MF_ALLY) != (target->flags & MF_ALLY))
+ && ((source->flags & MF_ALLY) != (target->flags & MF_ALLY)))
{
// if not intent on another player,
// chase after this one
@@ -1364,7 +1394,7 @@
target->threshold = BASETHRESHOLD;
if(target->state == &states[target->info->spawnstate]
- && target->info->seestate != S_NULL)
+ && target->info->seestate != S_NULL)
P_SetMobjState (target, target->info->seestate);
}
}
--- a/src/strife/p_map.c
+++ b/src/strife/p_map.c
@@ -1393,7 +1393,7 @@
// Boss spider and cyborg
// take no damage from concussion.
// villsa [STRIFE] unused
- // haleyjd: INQUISITOR
+ // - haleyjd: INQUISITOR
if(thing->type == MT_INQUISITOR)
return true;