ref: 9eb11191b5ac68764da60c2f583d9c34ac05794e
dir: /src/heretic/p_inter.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2008 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // //----------------------------------------------------------------------------- // P_inter.c #include "doomdef.h" #include "i_system.h" #include "i_timer.h" #include "m_random.h" #include "p_local.h" #include "s_sound.h" #define BONUSADD 6 int WeaponValue[] = { 1, // staff 3, // goldwand 4, // crossbow 5, // blaster 6, // skullrod 7, // phoenixrod 8, // mace 2, // gauntlets 0 // beak }; int maxammo[NUMAMMO] = { 100, // gold wand 50, // crossbow 200, // blaster 200, // skull rod 20, // phoenix rod 150 // mace }; static int GetWeaponAmmo[NUMWEAPONS] = { 0, // staff 25, // gold wand 10, // crossbow 30, // blaster 50, // skull rod 2, // phoenix rod 50, // mace 0, // gauntlets 0 // beak }; static weapontype_t GetAmmoChange[] = { wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace }; /* static boolean GetAmmoChangePL1[NUMWEAPONS][NUMAMMO] = { // staff {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}, // gold wand {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace}, // crossbow {-1, -1, wp_blaster, wp_skullrod, -1, -1}, // blaster {-1, -1, -1, -1, -1, -1}, // skull rod {-1, -1, -1, -1, -1, -1}, // phoenix rod {-1, -1, -1, -1, -1, -1}, // mace {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1}, // gauntlets {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, wp_mace} }; */ /* static boolean GetAmmoChangePL2[NUMWEAPONS][NUMAMMO] = { // staff {wp_goldwand, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace}, // gold wand {-1, wp_crossbow, wp_blaster, wp_skullrod, wp_phoenixrod, wp_mace}, // crossbow {-1, -1, wp_blaster, wp_skullrod, wp_phoenixrod, -1}, // blaster {-1, -1, -1, wp_skullrod, wp_phoenixrod, -1}, // skull rod {-1, -1, -1, -1, -1, -1}, // phoenix rod {-1, -1, -1, -1, -1, -1}, // mace {-1, wp_crossbow, wp_blaster, wp_skullrod, -1, -1}, // gauntlets {-1, -1, -1, wp_skullrod, wp_phoenixrod, wp_mace} }; */ //-------------------------------------------------------------------------- // // PROC P_SetMessage // //-------------------------------------------------------------------------- boolean ultimatemsg; void P_SetMessage(player_t * player, char *message, boolean ultmsg) { extern boolean messageson; if ((ultimatemsg || !messageson) && !ultmsg) { return; } player->message = message; player->messageTics = MESSAGETICS; BorderTopRefresh = true; if (ultmsg) { ultimatemsg = true; } } //-------------------------------------------------------------------------- // // FUNC P_GiveAmmo // // Returns true if the player accepted the ammo, false if it was // refused (player has maxammo[ammo]). // //-------------------------------------------------------------------------- boolean P_GiveAmmo(player_t * player, ammotype_t ammo, int count) { int prevAmmo; //weapontype_t changeWeapon; if (ammo == am_noammo) { return (false); } if (ammo < 0 || ammo > NUMAMMO) { I_Error("P_GiveAmmo: bad type %i", ammo); } if (player->ammo[ammo] == player->maxammo[ammo]) { return (false); } if (gameskill == sk_baby || gameskill == sk_nightmare) { // extra ammo in baby mode and nightmare mode count += count >> 1; } prevAmmo = player->ammo[ammo]; player->ammo[ammo] += count; if (player->ammo[ammo] > player->maxammo[ammo]) { player->ammo[ammo] = player->maxammo[ammo]; } if (prevAmmo) { // Don't attempt to change weapons if the player already had // ammo of the type just given return (true); } if (player->readyweapon == wp_staff || player->readyweapon == wp_gauntlets) { if (player->weaponowned[GetAmmoChange[ammo]]) { player->pendingweapon = GetAmmoChange[ammo]; } } /* if(player->powers[pw_weaponlevel2]) { changeWeapon = GetAmmoChangePL2[player->readyweapon][ammo]; } else { changeWeapon = GetAmmoChangePL1[player->readyweapon][ammo]; } if(changeWeapon != -1) { if(player->weaponowned[changeWeapon]) { player->pendingweapon = changeWeapon; } } */ return (true); } //-------------------------------------------------------------------------- // // FUNC P_GiveWeapon // // Returns true if the weapon or its ammo was accepted. // //-------------------------------------------------------------------------- boolean P_GiveWeapon(player_t * player, weapontype_t weapon) { boolean gaveAmmo; boolean gaveWeapon; if (netgame && !deathmatch) { // Cooperative net-game if (player->weaponowned[weapon]) { return (false); } player->bonuscount += BONUSADD; player->weaponowned[weapon] = true; P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]); player->pendingweapon = weapon; if (player == &players[consoleplayer]) { S_StartSound(NULL, sfx_wpnup); } return (false); } gaveAmmo = P_GiveAmmo(player, wpnlev1info[weapon].ammo, GetWeaponAmmo[weapon]); if (player->weaponowned[weapon]) { gaveWeapon = false; } else { gaveWeapon = true; player->weaponowned[weapon] = true; if (WeaponValue[weapon] > WeaponValue[player->readyweapon]) { // Only switch to more powerful weapons player->pendingweapon = weapon; } } return (gaveWeapon || gaveAmmo); } //--------------------------------------------------------------------------- // // FUNC P_GiveBody // // Returns false if the body isn't needed at all. // //--------------------------------------------------------------------------- boolean P_GiveBody(player_t * player, int num) { int max; max = MAXHEALTH; if (player->chickenTics) { max = MAXCHICKENHEALTH; } if (player->health >= max) { return (false); } player->health += num; if (player->health > max) { player->health = max; } player->mo->health = player->health; return (true); } //--------------------------------------------------------------------------- // // FUNC 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); } player->armortype = armortype; player->armorpoints = hits; return (true); } //--------------------------------------------------------------------------- // // PROC P_GiveKey // //--------------------------------------------------------------------------- void P_GiveKey(player_t * player, keytype_t key) { extern int playerkeys; extern vertex_t KeyPoints[]; if (player->keys[key]) { return; } if (player == &players[consoleplayer]) { playerkeys |= 1 << key; KeyPoints[key].x = 0; KeyPoints[key].y = 0; } player->bonuscount = BONUSADD; player->keys[key] = true; } //--------------------------------------------------------------------------- // // FUNC P_GivePower // // Returns true if power accepted. // //--------------------------------------------------------------------------- boolean P_GivePower(player_t * player, powertype_t power) { if (power == pw_invulnerability) { if (player->powers[power] > BLINKTHRESHOLD) { // Already have it return (false); } player->powers[power] = INVULNTICS; return (true); } if (power == pw_weaponlevel2) { if (player->powers[power] > BLINKTHRESHOLD) { // Already have it return (false); } player->powers[power] = WPNLEV2TICS; return (true); } if (power == pw_invisibility) { if (player->powers[power] > BLINKTHRESHOLD) { // Already have it return (false); } player->powers[power] = INVISTICS; player->mo->flags |= MF_SHADOW; return (true); } if (power == pw_flight) { if (player->powers[power] > BLINKTHRESHOLD) { // Already have it return (false); } player->powers[power] = FLIGHTTICS; player->mo->flags2 |= MF2_FLY; player->mo->flags |= MF_NOGRAVITY; if (player->mo->z <= player->mo->floorz) { player->flyheight = 10; // thrust the player in the air a bit } return (true); } if (power == pw_infrared) { if (player->powers[power] > BLINKTHRESHOLD) { // Already have it return (false); } player->powers[power] = INFRATICS; 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 (player->powers[power]) { return (false); // already got it } player->powers[power] = 1; return (true); } //--------------------------------------------------------------------------- // // FUNC P_GiveArtifact // // Returns true if artifact accepted. // //--------------------------------------------------------------------------- boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo) { int i; i = 0; while (player->inventory[i].type != arti && i < player->inventorySlotNum) { i++; } if (i == player->inventorySlotNum) { player->inventory[i].count = 1; player->inventory[i].type = arti; player->inventorySlotNum++; } else { if (player->inventory[i].count >= 16) { // Player already has 16 of this item return (false); } player->inventory[i].count++; } if (player->artifactCount == 0) { player->readyArtifact = arti; } player->artifactCount++; if (mo && (mo->flags & MF_COUNTITEM)) { player->itemcount++; } return (true); } //--------------------------------------------------------------------------- // // PROC P_SetDormantArtifact // // Removes the MF_SPECIAL flag, and initiates the artifact pickup // animation. // //--------------------------------------------------------------------------- void P_SetDormantArtifact(mobj_t * arti) { arti->flags &= ~MF_SPECIAL; if (deathmatch && (arti->type != MT_ARTIINVULNERABILITY) && (arti->type != MT_ARTIINVISIBILITY)) { P_SetMobjState(arti, S_DORMANTARTI1); } else { // Don't respawn P_SetMobjState(arti, S_DEADARTI1); } S_StartSound(arti, sfx_artiup); } //--------------------------------------------------------------------------- // // PROC A_RestoreArtifact // //--------------------------------------------------------------------------- void A_RestoreArtifact(mobj_t * arti) { arti->flags |= MF_SPECIAL; P_SetMobjState(arti, arti->info->spawnstate); S_StartSound(arti, sfx_respawn); } //---------------------------------------------------------------------------- // // PROC P_HideSpecialThing // //---------------------------------------------------------------------------- void P_HideSpecialThing(mobj_t * thing) { thing->flags &= ~MF_SPECIAL; thing->flags2 |= MF2_DONTDRAW; P_SetMobjState(thing, S_HIDESPECIAL1); } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing1 // // Make a special thing visible again. // //--------------------------------------------------------------------------- void A_RestoreSpecialThing1(mobj_t * thing) { if (thing->type == MT_WMACE) { // Do random mace placement P_RepositionMace(thing); } thing->flags2 &= ~MF2_DONTDRAW; S_StartSound(thing, sfx_respawn); } //--------------------------------------------------------------------------- // // PROC A_RestoreSpecialThing2 // //--------------------------------------------------------------------------- void A_RestoreSpecialThing2(mobj_t * thing) { thing->flags |= MF_SPECIAL; P_SetMobjState(thing, thing->info->spawnstate); } //--------------------------------------------------------------------------- // // PROC P_TouchSpecialThing // //--------------------------------------------------------------------------- void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher) { int i; player_t *player; fixed_t delta; int sound; boolean respawn; delta = special->z - toucher->z; if (delta > toucher->height || delta < -32 * FRACUNIT) { // Out of reach return; } if (toucher->health <= 0) { // Toucher is dead return; } sound = sfx_itemup; player = toucher->player; respawn = true; switch (special->sprite) { // Items case SPR_PTN1: // Item_HealingPotion if (!P_GiveBody(player, 10)) { return; } P_SetMessage(player, TXT_ITEMHEALTH, false); break; case SPR_SHLD: // Item_Shield1 if (!P_GiveArmor(player, 1)) { return; } P_SetMessage(player, TXT_ITEMSHIELD1, false); break; case SPR_SHD2: // Item_Shield2 if (!P_GiveArmor(player, 2)) { return; } P_SetMessage(player, TXT_ITEMSHIELD2, false); break; case SPR_BAGH: // Item_BagOfHolding if (!player->backpack) { for (i = 0; i < NUMAMMO; i++) { player->maxammo[i] *= 2; } player->backpack = true; } P_GiveAmmo(player, am_goldwand, AMMO_GWND_WIMPY); P_GiveAmmo(player, am_blaster, AMMO_BLSR_WIMPY); P_GiveAmmo(player, am_crossbow, AMMO_CBOW_WIMPY); P_GiveAmmo(player, am_skullrod, AMMO_SKRD_WIMPY); P_GiveAmmo(player, am_phoenixrod, AMMO_PHRD_WIMPY); P_SetMessage(player, TXT_ITEMBAGOFHOLDING, false); break; case SPR_SPMP: // Item_SuperMap if (!P_GivePower(player, pw_allmap)) { return; } P_SetMessage(player, TXT_ITEMSUPERMAP, false); break; // Keys case SPR_BKYY: // Key_Blue if (!player->keys[key_blue]) { P_SetMessage(player, TXT_GOTBLUEKEY, false); } P_GiveKey(player, key_blue); sound = sfx_keyup; if (!netgame) { break; } return; case SPR_CKYY: // Key_Yellow if (!player->keys[key_yellow]) { P_SetMessage(player, TXT_GOTYELLOWKEY, false); } sound = sfx_keyup; P_GiveKey(player, key_yellow); if (!netgame) { break; } return; case SPR_AKYY: // Key_Green if (!player->keys[key_green]) { P_SetMessage(player, TXT_GOTGREENKEY, false); } sound = sfx_keyup; P_GiveKey(player, key_green); if (!netgame) { break; } return; // Artifacts case SPR_PTN2: // Arti_HealingPotion if (P_GiveArtifact(player, arti_health, special)) { P_SetMessage(player, TXT_ARTIHEALTH, false); P_SetDormantArtifact(special); } return; case SPR_SOAR: // Arti_Fly if (P_GiveArtifact(player, arti_fly, special)) { P_SetMessage(player, TXT_ARTIFLY, false); P_SetDormantArtifact(special); } return; case SPR_INVU: // Arti_Invulnerability if (P_GiveArtifact(player, arti_invulnerability, special)) { P_SetMessage(player, TXT_ARTIINVULNERABILITY, false); P_SetDormantArtifact(special); } return; case SPR_PWBK: // Arti_TomeOfPower if (P_GiveArtifact(player, arti_tomeofpower, special)) { P_SetMessage(player, TXT_ARTITOMEOFPOWER, false); P_SetDormantArtifact(special); } return; case SPR_INVS: // Arti_Invisibility if (P_GiveArtifact(player, arti_invisibility, special)) { P_SetMessage(player, TXT_ARTIINVISIBILITY, false); P_SetDormantArtifact(special); } return; case SPR_EGGC: // Arti_Egg if (P_GiveArtifact(player, arti_egg, special)) { P_SetMessage(player, TXT_ARTIEGG, false); P_SetDormantArtifact(special); } return; case SPR_SPHL: // Arti_SuperHealth if (P_GiveArtifact(player, arti_superhealth, special)) { P_SetMessage(player, TXT_ARTISUPERHEALTH, false); P_SetDormantArtifact(special); } return; case SPR_TRCH: // Arti_Torch if (P_GiveArtifact(player, arti_torch, special)) { P_SetMessage(player, TXT_ARTITORCH, false); P_SetDormantArtifact(special); } return; case SPR_FBMB: // Arti_FireBomb if (P_GiveArtifact(player, arti_firebomb, special)) { P_SetMessage(player, TXT_ARTIFIREBOMB, false); P_SetDormantArtifact(special); } return; case SPR_ATLP: // Arti_Teleport if (P_GiveArtifact(player, arti_teleport, special)) { P_SetMessage(player, TXT_ARTITELEPORT, false); P_SetDormantArtifact(special); } return; // Ammo case SPR_AMG1: // Ammo_GoldWandWimpy if (!P_GiveAmmo(player, am_goldwand, special->health)) { return; } P_SetMessage(player, TXT_AMMOGOLDWAND1, false); break; case SPR_AMG2: // Ammo_GoldWandHefty if (!P_GiveAmmo(player, am_goldwand, special->health)) { return; } P_SetMessage(player, TXT_AMMOGOLDWAND2, false); break; case SPR_AMM1: // Ammo_MaceWimpy if (!P_GiveAmmo(player, am_mace, special->health)) { return; } P_SetMessage(player, TXT_AMMOMACE1, false); break; case SPR_AMM2: // Ammo_MaceHefty if (!P_GiveAmmo(player, am_mace, special->health)) { return; } P_SetMessage(player, TXT_AMMOMACE2, false); break; case SPR_AMC1: // Ammo_CrossbowWimpy if (!P_GiveAmmo(player, am_crossbow, special->health)) { return; } P_SetMessage(player, TXT_AMMOCROSSBOW1, false); break; case SPR_AMC2: // Ammo_CrossbowHefty if (!P_GiveAmmo(player, am_crossbow, special->health)) { return; } P_SetMessage(player, TXT_AMMOCROSSBOW2, false); break; case SPR_AMB1: // Ammo_BlasterWimpy if (!P_GiveAmmo(player, am_blaster, special->health)) { return; } P_SetMessage(player, TXT_AMMOBLASTER1, false); break; case SPR_AMB2: // Ammo_BlasterHefty if (!P_GiveAmmo(player, am_blaster, special->health)) { return; } P_SetMessage(player, TXT_AMMOBLASTER2, false); break; case SPR_AMS1: // Ammo_SkullRodWimpy if (!P_GiveAmmo(player, am_skullrod, special->health)) { return; } P_SetMessage(player, TXT_AMMOSKULLROD1, false); break; case SPR_AMS2: // Ammo_SkullRodHefty if (!P_GiveAmmo(player, am_skullrod, special->health)) { return; } P_SetMessage(player, TXT_AMMOSKULLROD2, false); break; case SPR_AMP1: // Ammo_PhoenixRodWimpy if (!P_GiveAmmo(player, am_phoenixrod, special->health)) { return; } P_SetMessage(player, TXT_AMMOPHOENIXROD1, false); break; case SPR_AMP2: // Ammo_PhoenixRodHefty if (!P_GiveAmmo(player, am_phoenixrod, special->health)) { return; } P_SetMessage(player, TXT_AMMOPHOENIXROD2, false); break; // Weapons case SPR_WMCE: // Weapon_Mace if (!P_GiveWeapon(player, wp_mace)) { return; } P_SetMessage(player, TXT_WPNMACE, false); sound = sfx_wpnup; break; case SPR_WBOW: // Weapon_Crossbow if (!P_GiveWeapon(player, wp_crossbow)) { return; } P_SetMessage(player, TXT_WPNCROSSBOW, false); sound = sfx_wpnup; break; case SPR_WBLS: // Weapon_Blaster if (!P_GiveWeapon(player, wp_blaster)) { return; } P_SetMessage(player, TXT_WPNBLASTER, false); sound = sfx_wpnup; break; case SPR_WSKL: // Weapon_SkullRod if (!P_GiveWeapon(player, wp_skullrod)) { return; } P_SetMessage(player, TXT_WPNSKULLROD, false); sound = sfx_wpnup; break; case SPR_WPHX: // Weapon_PhoenixRod if (!P_GiveWeapon(player, wp_phoenixrod)) { return; } P_SetMessage(player, TXT_WPNPHOENIXROD, false); sound = sfx_wpnup; break; case SPR_WGNT: // Weapon_Gauntlets if (!P_GiveWeapon(player, wp_gauntlets)) { return; } P_SetMessage(player, TXT_WPNGAUNTLETS, false); sound = sfx_wpnup; break; default: I_Error("P_SpecialThing: Unknown gettable thing"); } if (special->flags & MF_COUNTITEM) { player->itemcount++; } if (deathmatch && respawn && !(special->flags & MF_DROPPED)) { P_HideSpecialThing(special); } else { P_RemoveMobj(special); } player->bonuscount += BONUSADD; if (player == &players[consoleplayer]) { S_StartSound(NULL, sound); SB_PaletteFlash(); } } //--------------------------------------------------------------------------- // // PROC P_KillMobj // //--------------------------------------------------------------------------- void P_KillMobj(mobj_t * source, mobj_t * target) { target->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY | MF_NOGRAVITY); target->flags |= MF_CORPSE | MF_DROPOFF; target->flags2 &= ~MF2_PASSMOBJ; target->height >>= 2; if (source && source->player) { if (target->flags & MF_COUNTKILL) { // Count for intermission source->player->killcount++; } if (target->player) { // Frag stuff if (target == source) { // Self-frag target->player->frags[target->player - players]--; } else { source->player->frags[target->player - players]++; if (source->player == &players[consoleplayer]) { S_StartSound(NULL, sfx_gfrag); } if (source->player->chickenTics) { // Make a super chicken P_GivePower(source->player, pw_weaponlevel2); } } } } else if (!netgame && (target->flags & MF_COUNTKILL)) { // Count all monster deaths players[0].killcount++; } if (target->player) { if (!source) { // Self-frag target->player->frags[target->player - players]--; } target->flags &= ~MF_SOLID; target->flags2 &= ~MF2_FLY; target->player->powers[pw_flight] = 0; target->player->powers[pw_weaponlevel2] = 0; target->player->playerstate = PST_DEAD; P_DropWeapon(target->player); if (target->flags2 & MF2_FIREDAMAGE) { // Player flame death P_SetMobjState(target, S_PLAY_FDTH1); //S_StartSound(target, sfx_hedat1); // Burn sound return; } } if (target->health < -(target->info->spawnhealth >> 1) && target->info->xdeathstate) { // Extreme death P_SetMobjState(target, target->info->xdeathstate); } else { // Normal death P_SetMobjState(target, target->info->deathstate); } target->tics -= P_Random() & 3; // I_StartSound(&actor->r, actor->info->deathsound); } //--------------------------------------------------------------------------- // // FUNC P_MinotaurSlam // //--------------------------------------------------------------------------- void P_MinotaurSlam(mobj_t * source, mobj_t * target) { angle_t angle; fixed_t thrust; angle = R_PointToAngle2(source->x, source->y, target->x, target->y); angle >>= ANGLETOFINESHIFT; thrust = 16 * FRACUNIT + (P_Random() << 10); target->momx += FixedMul(thrust, finecosine[angle]); target->momy += FixedMul(thrust, finesine[angle]); P_DamageMobj(target, NULL, NULL, HITDICE(6)); if (target->player) { target->reactiontime = 14 + (P_Random() & 7); } } //--------------------------------------------------------------------------- // // FUNC P_TouchWhirlwind // //--------------------------------------------------------------------------- void P_TouchWhirlwind(mobj_t * target) { int randVal; target->angle += (P_Random() - P_Random()) << 20; target->momx += (P_Random() - P_Random()) << 10; target->momy += (P_Random() - P_Random()) << 10; if (leveltime & 16 && !(target->flags2 & MF2_BOSS)) { randVal = P_Random(); if (randVal > 160) { randVal = 160; } target->momz += randVal << 10; if (target->momz > 12 * FRACUNIT) { target->momz = 12 * FRACUNIT; } } if (!(leveltime & 7)) { P_DamageMobj(target, NULL, NULL, 3); } } //--------------------------------------------------------------------------- // // FUNC P_ChickenMorphPlayer // // Returns true if the player gets turned into a chicken. // //--------------------------------------------------------------------------- boolean P_ChickenMorphPlayer(player_t * player) { mobj_t *pmo; mobj_t *fog; mobj_t *chicken; fixed_t x; fixed_t y; fixed_t z; angle_t angle; int oldFlags2; if (player->chickenTics) { if ((player->chickenTics < CHICKENTICS - TICRATE) && !player->powers[pw_weaponlevel2]) { // Make a super chicken P_GivePower(player, pw_weaponlevel2); } return (false); } if (player->powers[pw_invulnerability]) { // Immune when invulnerable return (false); } pmo = player->mo; x = pmo->x; y = pmo->y; z = pmo->z; angle = pmo->angle; oldFlags2 = pmo->flags2; P_SetMobjState(pmo, S_FREETARGMOBJ); fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG); S_StartSound(fog, sfx_telept); chicken = P_SpawnMobj(x, y, z, MT_CHICPLAYER); chicken->special1 = player->readyweapon; chicken->angle = angle; chicken->player = player; player->health = chicken->health = MAXCHICKENHEALTH; player->mo = chicken; player->armorpoints = player->armortype = 0; player->powers[pw_invisibility] = 0; player->powers[pw_weaponlevel2] = 0; if (oldFlags2 & MF2_FLY) { chicken->flags2 |= MF2_FLY; } player->chickenTics = CHICKENTICS; P_ActivateBeak(player); return (true); } //--------------------------------------------------------------------------- // // FUNC P_ChickenMorph // //--------------------------------------------------------------------------- boolean P_ChickenMorph(mobj_t * actor) { mobj_t *fog; mobj_t *chicken; mobj_t *target; mobjtype_t moType; fixed_t x; fixed_t y; fixed_t z; angle_t angle; int ghost; if (actor->player) { return (false); } moType = actor->type; switch (moType) { case MT_POD: case MT_CHICKEN: case MT_HEAD: case MT_MINOTAUR: case MT_SORCERER1: case MT_SORCERER2: return (false); default: break; } x = actor->x; y = actor->y; z = actor->z; angle = actor->angle; ghost = actor->flags & MF_SHADOW; target = actor->target; P_SetMobjState(actor, S_FREETARGMOBJ); fog = P_SpawnMobj(x, y, z + TELEFOGHEIGHT, MT_TFOG); S_StartSound(fog, sfx_telept); chicken = P_SpawnMobj(x, y, z, MT_CHICKEN); chicken->special2 = moType; chicken->special1 = CHICKENTICS + P_Random(); chicken->flags |= ghost; chicken->target = target; chicken->angle = angle; return (true); } //--------------------------------------------------------------------------- // // FUNC P_AutoUseChaosDevice // //--------------------------------------------------------------------------- boolean P_AutoUseChaosDevice(player_t * player) { int i; for (i = 0; i < player->inventorySlotNum; i++) { if (player->inventory[i].type == arti_teleport) { P_PlayerUseArtifact(player, arti_teleport); player->health = player->mo->health = (player->health + 1) / 2; return (true); } } return (false); } //--------------------------------------------------------------------------- // // PROC P_AutoUseHealth // //--------------------------------------------------------------------------- void P_AutoUseHealth(player_t * player, int saveHealth) { int i; int count; int normalCount; int normalSlot; int superCount; int superSlot; normalCount = 0; superCount = 0; normalSlot = 0; superSlot = 0; for (i = 0; i < player->inventorySlotNum; i++) { if (player->inventory[i].type == arti_health) { normalSlot = i; normalCount = player->inventory[i].count; } else if (player->inventory[i].type == arti_superhealth) { superSlot = i; superCount = player->inventory[i].count; } } if ((gameskill == sk_baby) && (normalCount * 25 >= saveHealth)) { // Use quartz flasks count = (saveHealth + 24) / 25; for (i = 0; i < count; i++) { player->health += 25; P_PlayerRemoveArtifact(player, normalSlot); } } else if (superCount * 100 >= saveHealth) { // Use mystic urns count = (saveHealth + 99) / 100; for (i = 0; i < count; i++) { player->health += 100; P_PlayerRemoveArtifact(player, superSlot); } } else if ((gameskill == sk_baby) && (superCount * 100 + normalCount * 25 >= saveHealth)) { // Use mystic urns and quartz flasks count = (saveHealth + 24) / 25; saveHealth -= count * 25; for (i = 0; i < count; i++) { player->health += 25; P_PlayerRemoveArtifact(player, normalSlot); } count = (saveHealth + 99) / 100; for (i = 0; i < count; i++) { player->health += 100; P_PlayerRemoveArtifact(player, normalSlot); } } player->mo->health = player->health; } /* ================= = = 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; int saved; player_t *player; fixed_t thrust; int temp; if (!(target->flags & MF_SHOOTABLE)) { // Shouldn't happen return; } if (target->health <= 0) { return; } if (target->flags & MF_SKULLFLY) { if (target->type == MT_MINOTAUR) { // Minotaur is invulnerable during charge attack return; } target->momx = target->momy = target->momz = 0; } player = target->player; if (player && gameskill == sk_baby) { // Take half damage in trainer mode damage >>= 1; } // Special damage types if (inflictor) { switch (inflictor->type) { case MT_EGGFX: if (player) { P_ChickenMorphPlayer(player); } else { P_ChickenMorph(target); } return; // Always return case MT_WHIRLWIND: P_TouchWhirlwind(target); return; case MT_MINOTAUR: if (inflictor->flags & MF_SKULLFLY) { // Slam only when in charge mode P_MinotaurSlam(inflictor, target); return; } break; case MT_MACEFX4: // Death ball if ((target->flags2 & MF2_BOSS) || target->type == MT_HEAD) { // Don't allow cheap boss kills break; } else if (target->player) { // Player specific checks if (target->player->powers[pw_invulnerability]) { // Can't hurt invulnerable players break; } if (P_AutoUseChaosDevice(target->player)) { // Player was saved using chaos device return; } } damage = 10000; // Something's gonna die break; case MT_PHOENIXFX2: // Flame thrower if (target->player && P_Random() < 128) { // Freeze player for a bit target->reactiontime += 4; } break; case MT_RAINPLR1: // Rain missiles case MT_RAINPLR2: case MT_RAINPLR3: case MT_RAINPLR4: if (target->flags2 & MF2_BOSS) { // Decrease damage for bosses damage = (P_Random() & 7) + 1; } break; case MT_HORNRODFX2: case MT_PHOENIXFX1: if (target->type == MT_SORCERER2 && P_Random() < 96) { // D'Sparil teleports away P_DSparilTeleport(target); return; } break; case MT_BLASTERFX1: case MT_RIPPER: if (target->type == MT_HEAD) { // Less damage to Ironlich bosses damage = P_Random() & 1; if (!damage) { return; } } break; default: break; } } // Push the target unless source is using the gauntlets if (inflictor && (!source || !source->player || source->player->readyweapon != wp_gauntlets) && !(inflictor->flags2 & MF2_NODMGTHRUST)) { ang = R_PointToAngle2(inflictor->x, inflictor->y, target->x, target->y); //thrust = damage*(FRACUNIT>>3)*100/target->info->mass; thrust = damage * (FRACUNIT >> 3) * 150 / target->info->mass; // make fall forwards sometimes if ((damage < 40) && (damage > target->health) && (target->z - inflictor->z > 64 * FRACUNIT) && (P_Random() & 1)) { ang += ANG180; thrust *= 4; } ang >>= ANGLETOFINESHIFT; if (source && source->player && (source == inflictor) && source->player->powers[pw_weaponlevel2] && source->player->readyweapon == wp_staff) { // 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) { // end of game hell hack //if(target->subsector->sector->special == 11 // && damage >= target->health) //{ // damage = target->health - 1; //} if (damage < 1000 && ((player->cheats & CF_GODMODE) || player->powers[pw_invulnerability])) { return; } if (player->armortype) { if (player->armortype == 1) { saved = damage >> 1; } else { saved = (damage >> 1) + (damage >> 2); } if (player->armorpoints <= saved) { // armor is used up saved = player->armorpoints; player->armortype = 0; } player->armorpoints -= saved; damage -= saved; } if (damage >= player->health && ((gameskill == sk_baby) || deathmatch) && !player->chickenTics) { // 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 < 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); SB_PaletteFlash(); } } // // do the damage // target->health -= damage; if (target->health <= 0) { // Death target->special1 = damage; if (target->type == MT_POD && source && source->type != MT_POD) { // Make sure players get frags for chain-reaction kills target->target = source; } if (player && inflictor && !player->chickenTics) { // Check for flame death if ((inflictor->flags2 & MF2_FIREDAMAGE) || ((inflictor->type == MT_PHOENIXFX1) && (target->health > -50) && (damage > 25))) { target->flags2 |= MF2_FIREDAMAGE; } } P_KillMobj(source, target); return; } if ((P_Random() < target->info->painchance) && !(target->flags & MF_SKULLFLY)) { target->flags |= MF_JUSTHIT; // fight back! P_SetMobjState(target, target->info->painstate); } target->reactiontime = 0; // we're awake now... if (!target->threshold && source && !(source->flags2 & MF2_BOSS) && !(target->type == MT_SORCERER2 && source->type == MT_WIZARD)) { // Target actor is not intent on another actor, // so make him chase after source target->target = source; target->threshold = BASETHRESHOLD; if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL) { P_SetMobjState(target, target->info->seestate); } } }