ref: c8c0b07f50c20b2e80cdc99005fbdd697f5add83
dir: /src/strife/p_inter.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 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.
//
// DESCRIPTION:
// Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------
// Data.
#include "doomdef.h"
#include "dstrings.h"
#include "sounds.h"
#include "deh_main.h"
#include "deh_misc.h"
#include "doomstat.h"
#include "m_random.h"
#include "i_system.h"
#include "am_map.h"
#include "p_local.h"
#include "p_dialog.h" // villsa [STRIFE]
#include "s_sound.h"
#include "p_inter.h"
#include "hu_stuff.h" // villsa [STRIFE]
#include "z_zone.h" // villsa [STRIFE]
#define BONUSADD 6
// a weapon is found with two clip loads,
// a big item has five clip loads
// villsa [STRIFE] updated arrays
int maxammo[NUMAMMO] = { 250, 50, 25, 400, 100, 30, 16 };
int clipammo[NUMAMMO] = { 10, 4, 2, 20, 4, 6, 4 };
//
// 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
|| gameskill == sk_nightmare)
{
// give double ammo in trainer mode,
// you'll need in nightmare
num <<= 1;
}
oldammo = player->ammo[ammo];
player->ammo[ammo] += num;
if(player->ammo[ammo] > player->maxammo[ammo])
player->ammo[ammo] = player->maxammo[ammo];
// If non zero ammo,
// don't change up weapons,
// player was lower on purpose.
if(oldammo)
return true;
// We were down to zero,
// so select a new weapon.
// Preferences are not user selectable.
// villsa [STRIFE] ammo update
// [STRIFE] TODO - where's the check for grenades?
switch(ammo && !player->readyweapon)
{
case am_bullets:
if(player->weaponowned[wp_rifle])
player->pendingweapon = wp_rifle;
break;
case am_elecbolts:
case am_poisonbolts:
if(player->weaponowned[wp_elecbow])
player->pendingweapon = wp_elecbow;
break;
case am_cell:
if(player->weaponowned[wp_mauler])
player->pendingweapon = wp_mauler;
break;
case am_missiles:
if(player->weaponowned[wp_missile])
player->pendingweapon = wp_missile;
break;
default:
break;
}
return true;
}
//
// P_GiveWeapon
// The weapon name may have a MF_DROPPED flag ored in.
//
// villsa [STRIFE] some stuff has been changed/moved around
//
boolean P_GiveWeapon(player_t* player, weapontype_t weapon, boolean dropped)
{
boolean gaveammo;
boolean gaveweapon;
// villsa [STRIFE] new code for giving alternate version
// of the weapon to player
if(player->weaponowned[weapon])
gaveweapon = false;
else
{
gaveweapon = true;
player->weaponowned[weapon] = true;
switch(weapon)
{
case wp_elecbow:
player->weaponowned[wp_poisonbow] = true;
break;
case wp_hegrenade:
player->weaponowned[wp_wpgrenade] = true;
break;
case wp_mauler:
player->weaponowned[wp_torpedo] = true;
break;
}
// check for the standard weapons only
if(weapon > player->readyweapon && weapon <= wp_sigil)
player->pendingweapon = weapon;
}
if(netgame && (deathmatch != 2) && !dropped)
{
// leave placed weapons forever on net games
if(!gaveweapon)
return false;
player->bonuscount += BONUSADD;
player->weaponowned[weapon] = true;
if(deathmatch)
P_GiveAmmo(player, weaponinfo[weapon].ammo, 5);
else
P_GiveAmmo(player, weaponinfo[weapon].ammo, 2);
if(player == &players[consoleplayer])
S_StartSound (NULL, 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;
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
//
boolean P_GiveBody(player_t* player, int num)
{
int health;
if(num >= 0)
{
health = player->stamina + MAXHEALTH;
if(health <= player->health)
return false;
player->health += num;
if(health < player->health + num)
player->health = health;
player->mo->health = player->health;
}
// [STRIFE] handle healing from the front's medic
else
{
health = (-num * (player->stamina + MAXHEALTH)) / MAXHEALTH;
if(health <= player->health)
return false;
player->health = 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;
// villsa [STRIFE]
if(armortype < 0)
{
if(player->armorpoints)
return false;
armortype = -armortype;
}
hits = armortype * 100;
if(player->armorpoints >= hits)
return false; // don't pick up
player->armortype = armortype;
player->armorpoints = hits;
return true;
}
//
// P_GiveCard
//
boolean P_GiveCard(player_t* player, card_t card)
{
if (player->cards[card])
return false;
// villsa [STRIFE] multiply by 2
player->bonuscount = BONUSADD * 2;
player->cards[card] = 1;
return true;
}
//
// P_GivePower
//
boolean P_GivePower(player_t* player, powertype_t power)
{
// villsa [STRIFE]
if(power == pw_targeter)
{
player->powers[power] = TARGTICS;
P_SetPsprite(player, ps_targcenter, S_TRGT_00); // 10
P_SetPsprite(player, ps_targleft, S_TRGT_01); // 11
P_SetPsprite(player, ps_targright, S_TRGT_02); // 12
player->psprites[ps_targcenter].sx = (160*FRACUNIT);
player->psprites[ps_targleft].sy = (100*FRACUNIT);
player->psprites[ps_targcenter].sy = (100*FRACUNIT);
player->psprites[ps_targright].sy = (100*FRACUNIT);
return true;
}
if(power == pw_invisibility)
{
player->powers[power] = INVISTICS;
player->mo->flags |= MF_SHADOW;
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;
}
// villsa [STRIFE]
if(power == pw_allmap)
{
if(gamemap < 40)
player->mapstate[gamemap] = 1;
player->powers[power] = 1;
return true;
}
// villsa [STRIFE]
if(power == pw_communicator)
{
player->powers[power] = 1;
return true;
}
if(player->powers[power])
return false; // already got it
player->powers[power] = 1;
return true;
}
// villsa [STRIFE]
static char pickupmsg[80];
//
// 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;
// Dead thing touching.
// Can happen with a sliding player corpse.
if (toucher->health <= 0)
return;
// villsa [STRIFE]
pickupmsg[0] = 0;
// Identify by sprite.
// villsa [STRIFE] new items
switch(special->sprite)
{
// bullets
case SPR_BLIT:
if(!P_GiveAmmo(player, am_bullets, 1))
return;
break;
// box of bullets
case SPR_BBOX:
if(!P_GiveAmmo(player, am_bullets, 5))
return;
break;
// missile
case SPR_ROKT:
if(!P_GiveAmmo(player, am_missiles, 1))
return;
break;
// box of missiles
case SPR_MSSL:
if(!P_GiveAmmo(player, am_missiles, 5))
return;
break;
// battery
case SPR_BRY1:
if(!P_GiveAmmo(player, am_cell, 1))
return;
break;
// cell pack
case SPR_CPAC:
if(!P_GiveAmmo(player, am_cell, 5))
return;
break;
// poison bolts
case SPR_PQRL:
if(!P_GiveAmmo(player, am_poisonbolts, 5))
return;
break;
// electric bolts
case SPR_XQRL:
if(!P_GiveAmmo(player, am_elecbolts, 5))
return;
break;
// he grenades
case SPR_GRN1:
if(!P_GiveAmmo(player, am_hegrenades, 1))
return;
break;
// wp grenades
case SPR_GRN2:
if(!P_GiveAmmo(player, am_wpgrenades, 1))
return;
break;
// rifle
case SPR_RIFL:
if(!P_GiveWeapon(player, wp_rifle, special->flags&MF_DROPPED))
return;
break;
// flame thrower
case SPR_FLAM:
if(!P_GiveWeapon(player, wp_flame, false))
return;
break;
// missile launcher
case SPR_MMSL:
if(!P_GiveWeapon(player, wp_missile, false))
return;
break;
// missile launcher
case SPR_GRND:
if(!P_GiveWeapon(player, wp_hegrenade, special->flags&MF_DROPPED))
return;
break;
// mauler
case SPR_TRPD:
if(!P_GiveWeapon(player, wp_mauler, false))
return;
break;
// crossbow
case SPR_CBOW:
if(!P_GiveWeapon(player, wp_elecbow, special->flags&MF_DROPPED))
return;
break;
// backpack
case SPR_BKPK:
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);
break;
case SPR_COIN:
P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
break;
case SPR_CRED:
for(i = 0; i < 10; i++)
P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
break;
case SPR_SACK:
for(i = 0; i < 25; i++)
P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
break;
case SPR_CHST:
for(i = 0; i < 50; i++)
P_GiveInventoryItem(player, SPR_COIN, MT_MONY_1);
break;
case SPR_ARM1:
if(!P_GiveArmor(player, -2))
if(!P_GiveInventoryItem(player, special->sprite, special->type))
pickupmsg[0] = '!';
break;
case SPR_ARM2:
if(!P_GiveArmor(player, -1))
if(!P_GiveInventoryItem(player, special->sprite, special->type))
pickupmsg[0] = '!';
break;
case SPR_PMAP:
if(!P_GivePower(player, pw_allmap))
return;
sound = sfx_yeah;
break;
case SPR_COMM:
if(!P_GivePower(player, pw_communicator))
return;
sound = sfx_yeah;
break;
// villsa [STRIFE] check default items
case SPR_TOKN:
default:
if(special->type >= MT_KEY_BASE && special->type <= MT_NEWKEY5)
{
if(!P_GiveCard(player, special->type - MT_KEY_BASE))
return;
}
else
{
if(!P_GiveInventoryItem(player, special->sprite, special->type))
pickupmsg[0] = '!';
}
}
// villsa [STRIFE] set message
if(!pickupmsg[0])
{
if(special->info->name)
sprintf(pickupmsg, "You picked up the %s.", special->info->name);
else
sprintf(pickupmsg, "You picked up the item.");
}
// use the first character to indicate that the player is full on items
else if(pickupmsg[0] == '!')
{
sprintf(pickupmsg, "You cannot hold any more.");
player->message = pickupmsg;
return;
}
if(special->flags & MF_GIVEQUEST)
{
// [STRIFE] TODO - verify this. Seems that questflag isn't
// applied if the special's speed is equal to 8 or if
// the player has recieved the SLIDESHOW token
if(special->info->speed != 8 || !(player->questflags & 32))
player->questflags |= 1 << (special->info->speed - 1);
}
// haleyjd 08/30/10: [STRIFE] No itemcount
//if (special->flags & MF_COUNTITEM)
// player->itemcount++;
P_RemoveMobj(special);
player->message = pickupmsg;
player->bonuscount += BONUSADD;
if(player == &players[consoleplayer])
S_StartSound(NULL, sound);
}
// villsa [STRIFE]
static char plrkilledmsg[76];
//
// KillMobj
//
void P_KillMobj(mobj_t* source, mobj_t* target)
{
mobjtype_t item;
mobj_t* mo;
line_t junk;
int i;
// villsa [STRIFE] corpse and dropoff are removed, but why when these two flags
// are set a few lines later? watcom nonsense perhaps?
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_BOUNCE|MF_CORPSE|MF_DROPOFF);
// villsa [STRIFE] unused
/*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
if(source && source->player)
{
// count for intermission
if(target->flags & MF_COUNTKILL)
source->player->killcount++;
if(target->player)
{
source->player->frags[target->player-players]++;
// villsa [STRIFE] new messages when fragging players
sprintf(plrkilledmsg, "%s killed %s",
pnameprefixes[source->player->mo->miscdata],
pnameprefixes[target->player->mo->miscdata]);
if(netgame)
players[consoleplayer].message = plrkilledmsg;
}
}
else if(!netgame && (target->flags & MF_COUNTKILL))
{
// count all monster deaths,
// even those caused by other monsters
players[0].killcount++;
}
if(target->player)
{
// count environment kills against you
if(!source)
target->player->frags[target->player-players]++;
if(gamemap == 29 && !netgame)
{
// villsa [STRIFE] TODO
//F_StartSlideShow();
//return;
}
// villsa [STRIFE] spit out inventory items when killed
if(netgame)
{
int amount = 0;
mobj_t* loot;
int r = 0;
while(1)
{
if(target->player->inventory[0].amount <= 0)
break;
item = target->player->inventory[0].type;
if(item == MT_MONY_1)
{
loot = P_SpawnMobj(target->x, target->y, 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;
amount = target->player->inventory[0].amount;
}
else
{
loot = P_SpawnMobj(target->x, target->y, target->z + (24*FRACUNIT), item);
amount = 1;
}
P_RemoveInventoryItem(target->player, 0, amount);
r = P_Random();
loot->momx += ((r & 7) - (P_Random() & 7)) << FRACBITS;
loot->momy += ((P_Random() & 7) + 1) << FRACBITS;
loot->flags |= MF_DROPPED;
}
}
target->flags &= ~MF_SOLID;
target->player->playerstate = PST_DEAD;
target->player->pitch += (5 << 8);
P_DropWeapon(target->player);
if(target->player == &players[consoleplayer]
&& automapactive)
{
// don't die in auto map,
// switch view prior to dying
AM_Stop ();
}
}
// villsa [STRIFE] some modifications to setting states
if(target->state != &states[S_BLST_23]) // 1860 / 20
{
if(target->health == -6666)
P_SetMobjState(target, S_DISR_00); // 373
else
{
if(target->health < -target->info->spawnhealth
&& target->info->xdeathstate)
P_SetMobjState(target, target->info->xdeathstate);
else
P_SetMobjState(target, target->info->deathstate);
}
}
// villsa [STRIFE] unused
/*target->tics -= P_Random()&3;
if (target->tics < 1)
target->tics = 1;*/
// Drop stuff.
// villsa [STRIFE] get item from dialog target
item = P_DialogFind(target->type, target->miscdata)->dropitem;
if(!item)
{
// villsa [STRIFE] drop default items
switch(target->type)
{
case MT_ORACLE:
item = MT_MEAT;
break;
case MT_PROGRAMMER:
item = MT_SIGIL_A;
break;
case MT_PRIEST:
item = MT_JUNK;
break;
case MT_BISHOP:
item = MT_AMINIBOX;
break;
case MT_PGUARD:
case MT_CRUSADER:
item = MT_ACELL;
break;
case MT_RLEADER:
item = MT_AAMMOBOX;
break;
case MT_GUARD1:
case MT_REBEL1:
case MT_SHADOWGUARD:
item = MT_ACLIP;
break;
case MT_SPECTRE_B:
item = MT_SIGIL_B;
break;
case MT_SPECTRE_C:
item = MT_SIGIL_C;
break;
case MT_SPECTRE_D:
item = MT_SIGIL_D;
break;
case MT_SPECTRE_E:
item = MT_SIGIL_E;
break;
case MT_COUPLING:
junk.tag = 225;
EV_DoDoor(&junk, close);
junk.tag = 44;
EV_DoFloor(&junk, lowerFloor);
I_StartVoice("VOC13");
if(W_CheckNumForName("LOG13") != -1)
{
strncpy(mission_objective,
W_CacheLumpName("LOG13", PU_CACHE), OBJECTIVE_LEN);
}
item = MT_COUPLING_BROKEN;
players[0].questflags |= (1 << (mobjinfo[MT_COUPLING].speed - 1));
break;
default:
return;
}
}
// handle special case for scripted target's dropped item
switch(item)
{
case MT_TOKEN_SHOPCLOSE:
junk.tag = 222;
EV_DoDoor(&junk, close);
P_NoiseAlert(players[0].mo, players[0].mo);
sprintf(plrkilledmsg, "You're dead! You set off the alarm.");
if(!deathmatch)
players[consoleplayer].message = plrkilledmsg;
return;
case MT_TOKEN_PRISON_PASS:
junk.tag = 223;
EV_DoDoor(&junk, open);
return;
case MT_TOKEN_DOOR3:
junk.tag = 224;
EV_DoDoor(&junk, open);
return;
case MT_SIGIL_A:
case MT_SIGIL_B:
case MT_SIGIL_C:
case MT_SIGIL_D:
case MT_SIGIL_E:
for(i = 0; i < MAXPLAYERS; i++)
{
if(!P_GiveWeapon(&players[i], wp_sigil, false))
{
if(players[i].sigiltype++ > 4)
players[i].sigiltype = 4;
}
players[i].weaponowned[wp_sigil] = true;
players[i].readyweapon = wp_sigil;
}
return;
case MT_TOKEN_ALARM:
P_NoiseAlert(players[0].mo, players[0].mo);
sprintf(plrkilledmsg, "You Fool! You've set off the alarm");
if(!deathmatch)
players[consoleplayer].message = plrkilledmsg;
return;
}
// villsa [STRIFE] toss out item
if(!deathmatch || !(mobjinfo[item].flags & MF_NOTDMATCH))
{
int r;
mo = P_SpawnMobj(target->x, target->y, target->z + (24*FRACUNIT), item);
r = P_Random();
mo->momx += ((r & 7) - (P_Random() & 7)) << FRACBITS;
r = P_Random();
mo->momy += ((r & 7) - (P_Random() & 7)) << FRACBITS;
mo->flags |= (MF_SPECIAL|MF_DROPPED); // special versions of items
}
}
//
// P_IsMobjBoss
// villsa [STRIFE] new function
//
static boolean P_IsMobjBoss(mobjtype_t type)
{
switch(type)
{
case MT_PROGRAMMER:
case MT_BISHOP:
case MT_RLEADER:
case MT_ORACLE:
case MT_PRIEST:
return true;
}
return false;
}
//
// 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 slime, 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) )
return; // shouldn't happen...
if (target->health <= 0)
return;
// villsa [STRIFE] unused
/*if ( target->flags & MF_SKULLFLY )
{
target->momx = target->momy = target->momz = 0;
}*/
player = target->player;
if (player && gameskill == sk_baby)
damage >>= 1; // take half damage in trainer mode
// Some close combat weapons should not
// inflict thrust and push the victim out of reach,
// thus kick away unless using the chainsaw.
if (inflictor
&& !(target->flags & MF_NOCLIP)
&& (!source
|| !source->player
/*|| source->player->readyweapon != wp_chainsaw*/)) // villsa [STRIFE] unused
{
ang = R_PointToAngle2 ( inflictor->x,
inflictor->y,
target->x,
target->y);
thrust = damage*(FRACUNIT>>3)*100/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;
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;
}
// Below certain threshold,
// ignore damage in GOD mode.
// villsa [STRIFE] removed pw_invulnerability check
if(damage < 1000 && (player->cheats & CF_GODMODE))
return;
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;
}
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);
}
// do the damage
target->health -= damage;
if (target->health <= 0)
{
P_KillMobj (source, target);
return;
}
if ( (P_Random () < target->info->painchance)
/*&& !(target->flags&MF_SKULLFLY)*/ ) // villsa [STRIFE] unused flag
{
target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState (target, target->info->painstate);
}
target->reactiontime = 0; // we're awake now...
// villsa [STRIFE] TODO - update to strife version
if ( (!target->threshold /*|| target->type == MT_VILE*/)
&& source && source != target
/*&& source->type != MT_VILE*/)
{
// if not intent on another player,
// chase after this one
target->target = source;
target->threshold = BASETHRESHOLD;
if (target->state == &states[target->info->spawnstate]
&& target->info->seestate != S_NULL)
P_SetMobjState (target, target->info->seestate);
}
}