Source to src/p_inter.c
//**************************************************************************
//**
//** p_inter.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_inter.c,v $
//** $Revision: 1.145 $
//** $Date: 96/01/16 10:35:33 $
//** $Author: bgokey $
//**
//**************************************************************************
#include "h2def.h"
#include "p_local.h"
#include "soundst.h"
#define BONUSADD 6
int ArmorIncrement[NUMCLASSES][NUMARMOR] =
{
{ 25*FRACUNIT, 20*FRACUNIT, 15*FRACUNIT, 5*FRACUNIT },
{ 10*FRACUNIT, 25*FRACUNIT, 5*FRACUNIT, 20*FRACUNIT },
{ 5*FRACUNIT, 15*FRACUNIT, 10*FRACUNIT, 25*FRACUNIT },
{ 0, 0, 0, 0 }
};
int AutoArmorSave[NUMCLASSES] = { 15*FRACUNIT, 10*FRACUNIT, 5*FRACUNIT, 0 };
char *TextKeyMessages[] =
{
TXT_KEY_STEEL,
TXT_KEY_CAVE,
TXT_KEY_AXE,
TXT_KEY_FIRE,
TXT_KEY_EMERALD,
TXT_KEY_DUNGEON,
TXT_KEY_SILVER,
TXT_KEY_RUSTED,
TXT_KEY_HORN,
TXT_KEY_SWAMP,
TXT_KEY_CASTLE
};
static void SetDormantArtifact(mobj_t *arti);
static void TryPickupArtifact(player_t *player, artitype_t artifactType,
mobj_t *artifact);
static void TryPickupWeapon(player_t *player, pclass_t weaponClass,
weapontype_t weaponType, mobj_t *weapon, char *message);
static void TryPickupWeaponPiece(player_t *player, pclass_t matchClass,
int pieceValue, mobj_t *pieceMobj);
#ifdef __NeXT__
extern void strupr(char *s);
#endif
//--------------------------------------------------------------------------
//
// PROC P_SetMessage
//
//--------------------------------------------------------------------------
void P_SetMessage(player_t *player, char *message, boolean ultmsg)
{
extern boolean messageson;
if((player->ultimateMessage || !messageson) && !ultmsg)
{
return;
}
if(strlen(message) > 79)
{
memcpy(player->message, message, 80);
player->message[80] = 0;
}
else
{
strcpy(player->message, message);
}
strupr(player->message);
player->messageTics = MESSAGETICS;
player->yellowMessage = false;
if(ultmsg)
{
player->ultimateMessage = true;
}
if(player == &players[consoleplayer])
{
BorderTopRefresh = true;
}
}
//==========================================================================
//
// P_SetYellowMessage
//
//==========================================================================
void P_SetYellowMessage(player_t *player, char *message, boolean ultmsg)
{
extern boolean messageson;
if((player->ultimateMessage || !messageson) && !ultmsg)
{
return;
}
if(strlen(message) > 79)
{
memcpy(player->message, message, 80);
player->message[80] = 0;
}
else
{
strcpy(player->message, message);
}
player->messageTics = 5*MESSAGETICS; // Bold messages last longer
player->yellowMessage = true;
if(ultmsg)
{
player->ultimateMessage = true;
}
if(player == &players[consoleplayer])
{
BorderTopRefresh = true;
}
}
//==========================================================================
//
// P_ClearMessage
//
//==========================================================================
void P_ClearMessage(player_t *player)
{
player->messageTics = 0;
if(player == &players[consoleplayer])
{
BorderTopRefresh = true;
}
}
//----------------------------------------------------------------------------
//
// PROC P_HideSpecialThing
//
//----------------------------------------------------------------------------
void P_HideSpecialThing(mobj_t *thing)
{
thing->flags &= ~MF_SPECIAL;
thing->flags2 |= MF2_DONTDRAW;
P_SetMobjState(thing, S_HIDESPECIAL1);
}
//--------------------------------------------------------------------------
//
// FUNC P_GiveMana
//
// Returns true if the player accepted the mana, false if it was
// refused (player has MAX_MANA).
//
//--------------------------------------------------------------------------
boolean P_GiveMana(player_t *player, manatype_t mana, int count)
{
int prevMana;
//weapontype_t changeWeapon;
if(mana == MANA_NONE || mana == MANA_BOTH)
{
return(false);
}
if(mana < 0 || mana > NUMMANA)
{
I_Error("P_GiveMana: bad type %i", mana);
}
if(player->mana[mana] == MAX_MANA)
{
return(false);
}
if(gameskill == sk_baby || gameskill == sk_nightmare)
{ // extra mana in baby mode and nightmare mode
count += count>>1;
}
prevMana = player->mana[mana];
player->mana[mana] += count;
if(player->mana[mana] > MAX_MANA)
{
player->mana[mana] = MAX_MANA;
}
if(player->class == PCLASS_FIGHTER && player->readyweapon == WP_SECOND
&& mana == MANA_1 && prevMana <= 0)
{
P_SetPsprite(player, ps_weapon, S_FAXEREADY_G);
}
return(true);
}
//==========================================================================
//
// TryPickupWeapon
//
//==========================================================================
static void TryPickupWeapon(player_t *player, pclass_t weaponClass,
weapontype_t weaponType, mobj_t *weapon, char *message)
{
boolean remove;
boolean gaveMana;
boolean gaveWeapon;
remove = true;
if(player->class != weaponClass)
{ // Wrong class, but try to pick up for mana
if(netgame && !deathmatch)
{ // Can't pick up weapons for other classes in coop netplay
return;
}
if(weaponType == WP_SECOND)
{
if(!P_GiveMana(player, MANA_1, 25))
{
return;
}
}
else
{
if(!P_GiveMana(player, MANA_2, 25))
{
return;
}
}
}
else if(netgame && !deathmatch)
{ // Cooperative net-game
if(player->weaponowned[weaponType])
{
return;
}
player->weaponowned[weaponType] = true;
if(weaponType == WP_SECOND)
{
P_GiveMana(player, MANA_1, 25);
}
else
{
P_GiveMana(player, MANA_2, 25);
}
player->pendingweapon = weaponType;
remove = false;
}
else
{ // Deathmatch or single player game
if(weaponType == WP_SECOND)
{
gaveMana = P_GiveMana(player, MANA_1, 25);
}
else
{
gaveMana = P_GiveMana(player, MANA_2, 25);
}
if(player->weaponowned[weaponType])
{
gaveWeapon = false;
}
else
{
gaveWeapon = true;
player->weaponowned[weaponType] = true;
if(weaponType > player->readyweapon)
{ // Only switch to more powerful weapons
player->pendingweapon = weaponType;
}
}
if(!(gaveWeapon || gaveMana))
{ // Player didn't need the weapon or any mana
return;
}
}
P_SetMessage(player, message, false);
if(weapon->special)
{
P_ExecuteLineSpecial(weapon->special, weapon->args,
NULL, 0, player->mo);
weapon->special = 0;
}
if(remove)
{
if(deathmatch && !(weapon->flags2&MF2_DROPPED))
{
P_HideSpecialThing(weapon);
}
else
{
P_RemoveMobj(weapon);
}
}
player->bonuscount += BONUSADD;
if(player == &players[consoleplayer])
{
S_StartSound(NULL, SFX_PICKUP_WEAPON);
SB_PaletteFlash(false);
}
}
//--------------------------------------------------------------------------
//
// FUNC P_GiveWeapon
//
// Returns true if the weapon or its mana was accepted.
//
//--------------------------------------------------------------------------
/*
boolean P_GiveWeapon(player_t *player, pclass_t class, weapontype_t weapon)
{
boolean gaveMana;
boolean gaveWeapon;
if(player->class != class)
{ // player cannot use this weapon, take it anyway, and get mana
if(netgame && !deathmatch)
{ // Can't pick up weapons for other classes in coop netplay
return false;
}
if(weapon == WP_SECOND)
{
return P_GiveMana(player, MANA_1, 25);
}
else
{
return P_GiveMana(player, MANA_2, 25);
}
}
if(netgame && !deathmatch)
{ // Cooperative net-game
if(player->weaponowned[weapon])
{
return(false);
}
player->bonuscount += BONUSADD;
player->weaponowned[weapon] = true;
if(weapon == WP_SECOND)
{
P_GiveMana(player, MANA_1, 25);
}
else
{
P_GiveMana(player, MANA_2, 25);
}
player->pendingweapon = weapon;
if(player == &players[consoleplayer])
{
S_StartSound(NULL, SFX_PICKUP_WEAPON);
}
return(false);
}
if(weapon == WP_SECOND)
{
gaveMana = P_GiveMana(player, MANA_1, 25);
}
else
{
gaveMana = P_GiveMana(player, MANA_2, 25);
}
if(player->weaponowned[weapon])
{
gaveWeapon = false;
}
else
{
gaveWeapon = true;
player->weaponowned[weapon] = true;
if(weapon > player->readyweapon)
{ // Only switch to more powerful weapons
player->pendingweapon = weapon;
}
}
return(gaveWeapon || gaveMana);
}
*/
//===========================================================================
//
// P_GiveWeaponPiece
//
//===========================================================================
/*
boolean P_GiveWeaponPiece(player_t *player, pclass_t class, int piece)
{
P_GiveMana(player, MANA_1, 20);
P_GiveMana(player, MANA_2, 20);
if(player->class != class)
{
return true;
}
else if(player->pieces&piece)
{ // player already has that weapon piece
return true;
}
player->pieces |= piece;
if(player->pieces == 7)
{ // player has built the fourth weapon!
P_GiveWeapon(player, class, WP_FOURTH);
S_StartSound(player->mo, SFX_WEAPON_BUILD);
}
return true;
}
*/
//==========================================================================
//
// TryPickupWeaponPiece
//
//==========================================================================
static void TryPickupWeaponPiece(player_t *player, pclass_t matchClass,
int pieceValue, mobj_t *pieceMobj)
{
boolean remove;
boolean checkAssembled;
boolean gaveWeapon;
int gaveMana;
static char *fourthWeaponText[] =
{
TXT_WEAPON_F4,
TXT_WEAPON_C4,
TXT_WEAPON_M4
};
static char *weaponPieceText[] =
{
TXT_QUIETUS_PIECE,
TXT_WRAITHVERGE_PIECE,
TXT_BLOODSCOURGE_PIECE
};
static int pieceValueTrans[] =
{
0, // 0: never
WPIECE1|WPIECE2|WPIECE3, // WPIECE1 (1)
WPIECE2|WPIECE3, // WPIECE2 (2)
0, // 3: never
WPIECE3 // WPIECE3 (4)
};
remove = true;
checkAssembled = true;
gaveWeapon = false;
if(player->class != matchClass)
{ // Wrong class, but try to pick up for mana
if(netgame && !deathmatch)
{ // Can't pick up wrong-class weapons in coop netplay
return;
}
checkAssembled = false;
gaveMana = P_GiveMana(player, MANA_1, 20)+
P_GiveMana(player, MANA_2, 20);
if(!gaveMana)
{ // Didn't need the mana, so don't pick it up
return;
}
}
else if(netgame && !deathmatch)
{ // Cooperative net-game
if(player->pieces&pieceValue)
{ // Already has the piece
return;
}
pieceValue = pieceValueTrans[pieceValue];
P_GiveMana(player, MANA_1, 20);
P_GiveMana(player, MANA_2, 20);
remove = false;
}
else
{ // Deathmatch or single player game
gaveMana = P_GiveMana(player, MANA_1, 20)+
P_GiveMana(player, MANA_2, 20);
if(player->pieces&pieceValue)
{ // Already has the piece, check if mana needed
if(!gaveMana)
{ // Didn't need the mana, so don't pick it up
return;
}
checkAssembled = false;
}
}
// Pick up the weapon piece
if(pieceMobj->special)
{
P_ExecuteLineSpecial(pieceMobj->special, pieceMobj->args,
NULL, 0, player->mo);
pieceMobj->special = 0;
}
if(remove)
{
if(deathmatch && !(pieceMobj->flags2&MF2_DROPPED))
{
P_HideSpecialThing(pieceMobj);
}
else
{
P_RemoveMobj(pieceMobj);
}
}
player->bonuscount += BONUSADD;
if(player == &players[consoleplayer])
{
SB_PaletteFlash(false);
}
// Check if fourth weapon assembled
if(checkAssembled)
{
player->pieces |= pieceValue;
if(player->pieces == (WPIECE1|WPIECE2|WPIECE3))
{
gaveWeapon = true;
player->weaponowned[WP_FOURTH] = true;
player->pendingweapon = WP_FOURTH;
}
}
if(gaveWeapon)
{
P_SetMessage(player, fourthWeaponText[matchClass], false);
// Play the build-sound full volume for all players
S_StartSound(NULL, SFX_WEAPON_BUILD);
}
else
{
P_SetMessage(player, weaponPieceText[matchClass], false);
if(player == &players[consoleplayer])
{
S_StartSound(NULL, SFX_PICKUP_WEAPON);
}
}
}
//---------------------------------------------------------------------------
//
// 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->morphTics)
{
max = MAXMORPHHEALTH;
}
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, armortype_t armortype, int amount)
{
int hits;
int totalArmor;
extern int ArmorMax[NUMCLASSES];
if(amount == -1)
{
hits = ArmorIncrement[player->class][armortype];
if(player->armorpoints[armortype] >= hits)
{
return false;
}
else
{
player->armorpoints[armortype] = hits;
}
}
else
{
hits = amount*5*FRACUNIT;
totalArmor = player->armorpoints[ARMOR_ARMOR]
+player->armorpoints[ARMOR_SHIELD]
+player->armorpoints[ARMOR_HELMET]
+player->armorpoints[ARMOR_AMULET]
+AutoArmorSave[player->class];
if(totalArmor < ArmorMax[player->class]*5*FRACUNIT)
{
player->armorpoints[armortype] += hits;
}
else
{
return false;
}
}
return true;
}
//---------------------------------------------------------------------------
//
// PROC P_GiveKey
//
//---------------------------------------------------------------------------
int P_GiveKey(player_t *player, keytype_t key)
{
if(player->keys&(1<<key))
{
return false;
}
player->bonuscount += BONUSADD;
player->keys |= 1<<key;
return 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;
player->mo->flags2 |= MF2_INVULNERABLE;
if(player->class == PCLASS_MAGE)
{
player->mo->flags2 |= MF2_REFLECTIVE;
}
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_speed)
{
if(player->powers[power] > BLINKTHRESHOLD)
{ // Already have it
return(false);
}
player->powers[power] = SPEEDTICS;
return(true);
}
if(power == pw_minotaur)
{
// Doesn't matter if already have power, renew ticker
player->powers[power] = MAULATORTICS;
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);
}
//==========================================================================
//
// TryPickupArtifact
//
//==========================================================================
static void TryPickupArtifact(player_t *player, artitype_t artifactType,
mobj_t *artifact)
{
static char *artifactMessages[NUMARTIFACTS] =
{
NULL,
TXT_ARTIINVULNERABILITY,
TXT_ARTIHEALTH,
TXT_ARTISUPERHEALTH,
TXT_ARTIHEALINGRADIUS,
TXT_ARTISUMMON,
TXT_ARTITORCH,
TXT_ARTIEGG,
TXT_ARTIFLY,
TXT_ARTIBLASTRADIUS,
TXT_ARTIPOISONBAG,
TXT_ARTITELEPORTOTHER,
TXT_ARTISPEED,
TXT_ARTIBOOSTMANA,
TXT_ARTIBOOSTARMOR,
TXT_ARTITELEPORT,
TXT_ARTIPUZZSKULL,
TXT_ARTIPUZZGEMBIG,
TXT_ARTIPUZZGEMRED,
TXT_ARTIPUZZGEMGREEN1,
TXT_ARTIPUZZGEMGREEN2,
TXT_ARTIPUZZGEMBLUE1,
TXT_ARTIPUZZGEMBLUE2,
TXT_ARTIPUZZBOOK1,
TXT_ARTIPUZZBOOK2,
TXT_ARTIPUZZSKULL2,
TXT_ARTIPUZZFWEAPON,
TXT_ARTIPUZZCWEAPON,
TXT_ARTIPUZZMWEAPON,
TXT_ARTIPUZZGEAR, // All gear pickups use the same text
TXT_ARTIPUZZGEAR,
TXT_ARTIPUZZGEAR,
TXT_ARTIPUZZGEAR
};
if(P_GiveArtifact(player, artifactType, artifact))
{
if(artifact->special)
{
P_ExecuteLineSpecial(artifact->special, artifact->args,
NULL, 0, NULL);
artifact->special = 0;
}
player->bonuscount += BONUSADD;
if(artifactType < arti_firstpuzzitem)
{
SetDormantArtifact(artifact);
S_StartSound(artifact, SFX_PICKUP_ARTIFACT);
P_SetMessage(player, artifactMessages[artifactType], false);
}
else
{ // Puzzle item
S_StartSound(NULL, SFX_PICKUP_ITEM);
P_SetMessage(player, artifactMessages[artifactType], true);
if(!netgame || deathmatch)
{ // Remove puzzle items if not cooperative netplay
P_RemoveMobj(artifact);
}
}
}
}
//---------------------------------------------------------------------------
//
// FUNC P_GiveArtifact
//
// Returns true if artifact accepted.
//
//---------------------------------------------------------------------------
boolean P_GiveArtifact(player_t *player, artitype_t arti, mobj_t *mo)
{
int i;
int j;
boolean slidePointer;
slidePointer = false;
i = 0;
while(player->inventory[i].type != arti && i < player->inventorySlotNum)
{
i++;
}
if(i == player->inventorySlotNum)
{
if(arti < arti_firstpuzzitem)
{
i = 0;
while(player->inventory[i].type < arti_firstpuzzitem
&& i < player->inventorySlotNum)
{
i++;
}
if(i != player->inventorySlotNum)
{
for(j = player->inventorySlotNum; j > i; j--)
{
player->inventory[j].count = player->inventory[j-1].count;
player->inventory[j].type = player->inventory[j-1].type;
slidePointer = true;
}
}
}
player->inventory[i].count = 1;
player->inventory[i].type = arti;
player->inventorySlotNum++;
}
else
{
if(arti >= arti_firstpuzzitem && netgame && !deathmatch)
{ // Can't carry more than 1 puzzle item in coop netplay
return false;
}
if(player->inventory[i].count >= 25)
{ // Player already has 25 of this item
return false;
}
player->inventory[i].count++;
}
if(!player->artifactCount)
{
player->readyArtifact = arti;
}
else if(player == &players[consoleplayer] && slidePointer
&& i <= inv_ptr)
{
inv_ptr++;
curpos++;
if(curpos > 6)
{
curpos = 6;
}
}
player->artifactCount++;
return(true);
}
//==========================================================================
//
// SetDormantArtifact
//
// Removes the MF_SPECIAL flag and initiates the artifact pickup
// animation.
//
//==========================================================================
static void SetDormantArtifact(mobj_t *arti)
{
arti->flags &= ~MF_SPECIAL;
if(deathmatch && !(arti->flags2 & MF2_DROPPED))
{
if(arti->type == MT_ARTIINVULNERABILITY)
{
P_SetMobjState(arti, S_DORMANTARTI3_1);
}
else if(arti->type == MT_SUMMONMAULATOR
|| arti->type == MT_ARTIFLY)
{
P_SetMobjState(arti, S_DORMANTARTI2_1);
}
else
{
P_SetMobjState(arti, S_DORMANTARTI1_1);
}
}
else
{ // Don't respawn
P_SetMobjState(arti, S_DEADARTI1);
}
}
//---------------------------------------------------------------------------
//
// 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 A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1(mobj_t *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)
{
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_PICKUP_ITEM;
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_ARM1:
if(!P_GiveArmor(player, ARMOR_ARMOR, -1))
{
return;
}
P_SetMessage(player, TXT_ARMOR1, false);
break;
case SPR_ARM2:
if(!P_GiveArmor(player, ARMOR_SHIELD, -1))
{
return;
}
P_SetMessage(player, TXT_ARMOR2, false);
break;
case SPR_ARM3:
if(!P_GiveArmor(player, ARMOR_HELMET, -1))
{
return;
}
P_SetMessage(player, TXT_ARMOR3, false);
break;
case SPR_ARM4:
if(!P_GiveArmor(player, ARMOR_AMULET, -1))
{
return;
}
P_SetMessage(player, TXT_ARMOR4, false);
break;
// Keys
case SPR_KEY1:
case SPR_KEY2:
case SPR_KEY3:
case SPR_KEY4:
case SPR_KEY5:
case SPR_KEY6:
case SPR_KEY7:
case SPR_KEY8:
case SPR_KEY9:
case SPR_KEYA:
case SPR_KEYB:
if(!P_GiveKey(player, special->sprite-SPR_KEY1))
{
return;
}
P_SetMessage(player, TextKeyMessages[special->sprite-SPR_KEY1],
true);
sound = SFX_PICKUP_KEY;
// Check and process the special now in case the key doesn't
// get removed for coop netplay
if(special->special)
{
P_ExecuteLineSpecial(special->special, special->args,
NULL, 0, toucher);
special->special = 0;
}
if(!netgame)
{ // Only remove keys in single player game
break;
}
player->bonuscount += BONUSADD;
if(player == &players[consoleplayer])
{
S_StartSound(NULL, sound);
SB_PaletteFlash(false);
}
return;
// Artifacts
case SPR_PTN2:
TryPickupArtifact(player, arti_health, special);
return;
case SPR_SOAR:
TryPickupArtifact(player, arti_fly, special);
return;
case SPR_INVU:
TryPickupArtifact(player, arti_invulnerability, special);
return;
case SPR_SUMN:
TryPickupArtifact(player, arti_summon, special);
return;
case SPR_PORK:
TryPickupArtifact(player, arti_egg, special);
return;
case SPR_SPHL:
TryPickupArtifact(player, arti_superhealth, special);
return;
case SPR_HRAD:
TryPickupArtifact(player, arti_healingradius, special);
return;
case SPR_TRCH:
TryPickupArtifact(player, arti_torch, special);
return;
case SPR_ATLP:
TryPickupArtifact(player, arti_teleport, special);
return;
case SPR_TELO:
TryPickupArtifact(player, arti_teleportother, special);
return;
case SPR_PSBG:
TryPickupArtifact(player, arti_poisonbag, special);
return;
case SPR_SPED:
TryPickupArtifact(player, arti_speed, special);
return;
case SPR_BMAN:
TryPickupArtifact(player, arti_boostmana, special);
return;
case SPR_BRAC:
TryPickupArtifact(player, arti_boostarmor, special);
return;
case SPR_BLST:
TryPickupArtifact(player, arti_blastradius, special);
return;
// Puzzle artifacts
case SPR_ASKU:
TryPickupArtifact(player, arti_puzzskull, special);
return;
case SPR_ABGM:
TryPickupArtifact(player, arti_puzzgembig, special);
return;
case SPR_AGMR:
TryPickupArtifact(player, arti_puzzgemred, special);
return;
case SPR_AGMG:
TryPickupArtifact(player, arti_puzzgemgreen1, special);
return;
case SPR_AGG2:
TryPickupArtifact(player, arti_puzzgemgreen2, special);
return;
case SPR_AGMB:
TryPickupArtifact(player, arti_puzzgemblue1, special);
return;
case SPR_AGB2:
TryPickupArtifact(player, arti_puzzgemblue2, special);
return;
case SPR_ABK1:
TryPickupArtifact(player, arti_puzzbook1, special);
return;
case SPR_ABK2:
TryPickupArtifact(player, arti_puzzbook2, special);
return;
case SPR_ASK2:
TryPickupArtifact(player, arti_puzzskull2, special);
return;
case SPR_AFWP:
TryPickupArtifact(player, arti_puzzfweapon, special);
return;
case SPR_ACWP:
TryPickupArtifact(player, arti_puzzcweapon, special);
return;
case SPR_AMWP:
TryPickupArtifact(player, arti_puzzmweapon, special);
return;
case SPR_AGER:
TryPickupArtifact(player, arti_puzzgear1, special);
return;
case SPR_AGR2:
TryPickupArtifact(player, arti_puzzgear2, special);
return;
case SPR_AGR3:
TryPickupArtifact(player, arti_puzzgear3, special);
return;
case SPR_AGR4:
TryPickupArtifact(player, arti_puzzgear4, special);
return;
// Mana
case SPR_MAN1:
if(!P_GiveMana(player, MANA_1, 15))
{
return;
}
P_SetMessage(player, TXT_MANA_1, false);
break;
case SPR_MAN2:
if(!P_GiveMana(player, MANA_2, 15))
{
return;
}
P_SetMessage(player, TXT_MANA_2, false);
break;
case SPR_MAN3: // Double Mana Dodecahedron
if(!P_GiveMana(player, MANA_1, 20))
{
if(!P_GiveMana(player, MANA_2, 20))
{
return;
}
}
else
{
P_GiveMana(player, MANA_2, 20);
}
P_SetMessage(player, TXT_MANA_BOTH, false);
break;
// 2nd and 3rd Mage Weapons
case SPR_WMCS: // Frost Shards
TryPickupWeapon(player, PCLASS_MAGE, WP_SECOND,
special, TXT_WEAPON_M2);
return;
case SPR_WMLG: // Arc of Death
TryPickupWeapon(player, PCLASS_MAGE, WP_THIRD,
special, TXT_WEAPON_M3);
return;
// 2nd and 3rd Fighter Weapons
case SPR_WFAX: // Timon's Axe
TryPickupWeapon(player, PCLASS_FIGHTER, WP_SECOND,
special, TXT_WEAPON_F2);
return;
case SPR_WFHM: // Hammer of Retribution
TryPickupWeapon(player, PCLASS_FIGHTER, WP_THIRD,
special, TXT_WEAPON_F3);
return;
// 2nd and 3rd Cleric Weapons
case SPR_WCSS: // Serpent Staff
TryPickupWeapon(player, PCLASS_CLERIC, WP_SECOND,
special, TXT_WEAPON_C2);
return;
case SPR_WCFM: // Firestorm
TryPickupWeapon(player, PCLASS_CLERIC, WP_THIRD,
special, TXT_WEAPON_C3);
return;
// Fourth Weapon Pieces
case SPR_WFR1:
TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE1,
special);
return;
case SPR_WFR2:
TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE2,
special);
return;
case SPR_WFR3:
TryPickupWeaponPiece(player, PCLASS_FIGHTER, WPIECE3,
special);
return;
case SPR_WCH1:
TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE1,
special);
return;
case SPR_WCH2:
TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE2,
special);
return;
case SPR_WCH3:
TryPickupWeaponPiece(player, PCLASS_CLERIC, WPIECE3,
special);
return;
case SPR_WMS1:
TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE1,
special);
return;
case SPR_WMS2:
TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE2,
special);
return;
case SPR_WMS3:
TryPickupWeaponPiece(player, PCLASS_MAGE, WPIECE3,
special);
return;
default:
I_Error("P_SpecialThing: Unknown gettable thing");
}
if(special->special)
{
P_ExecuteLineSpecial(special->special, special->args, NULL,
0, toucher);
special->special = 0;
}
if(deathmatch && respawn && !(special->flags2&MF2_DROPPED))
{
P_HideSpecialThing(special);
}
else
{
P_RemoveMobj(special);
}
player->bonuscount += BONUSADD;
if(player == &players[consoleplayer])
{
S_StartSound(NULL, sound);
SB_PaletteFlash(false);
}
}
// Search thinker list for minotaur
mobj_t *ActiveMinotaur(player_t *master)
{
mobj_t *mo;
player_t *plr;
thinker_t *think;
unsigned int *starttime;
for(think = thinkercap.next; think != &thinkercap; think = think->next)
{
if(think->function != P_MobjThinker) continue;
mo = (mobj_t *)think;
if(mo->type != MT_MINOTAUR) continue;
if(mo->health <= 0) continue;
if(!(mo->flags&MF_COUNTKILL)) continue; // for morphed minotaurs
if(mo->flags&MF_CORPSE) continue;
starttime = (unsigned int *)mo->args;
if ((leveltime - *starttime) >= MAULATORTICS) continue;
plr = ((mobj_t *)mo->special1)->player;
if(plr == master) return(mo);
}
return(NULL);
}
//---------------------------------------------------------------------------
//
// PROC P_KillMobj
//
//---------------------------------------------------------------------------
void P_KillMobj(mobj_t *source, mobj_t *target)
{
int dummy;
mobj_t *master;
target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY|MF_NOGRAVITY);
target->flags |= MF_CORPSE|MF_DROPOFF;
target->flags2 &= ~MF2_PASSMOBJ;
target->height >>= 2;
if((target->flags&MF_COUNTKILL || target->type == MT_ZBELL)
&& target->special)
{ // Initiate monster death actions
if(target->type == MT_SORCBOSS)
{
dummy = 0;
P_StartACS(target->special, 0, (byte *)&dummy, target,
NULL, 0);
}
else
{
P_ExecuteLineSpecial(target->special, target->args,
NULL, 0, target);
}
}
if(source && source->player)
{ // Check for frag changes
if(target->player)
{
if(target == source)
{ // Self-frag
target->player->frags[target->player-players]--;
if(cmdfrag && netgame
&& source->player == &players[consoleplayer])
{ // Send out a frag count packet
NET_SendFrags(source->player);
}
}
else
{
source->player->frags[target->player-players]++;
if(cmdfrag && netgame
&& source->player == &players[consoleplayer])
{ // Send out a frag count packet
NET_SendFrags(source->player);
}
}
}
}
if(target->player)
{ // Player death
if(!source)
{ // Self-frag
target->player->frags[target->player-players]--;
if(cmdfrag && netgame
&& target->player == &players[consoleplayer])
{ // Send out a frag count packet
NET_SendFrags(target->player);
}
}
target->flags &= ~MF_SOLID;
target->flags2 &= ~MF2_FLY;
target->player->powers[pw_flight] = 0;
target->player->playerstate = PST_DEAD;
P_DropWeapon(target->player);
if(target->flags2&MF2_FIREDAMAGE)
{ // Player flame death
switch(target->player->class)
{
case PCLASS_FIGHTER:
S_StartSound(target, SFX_PLAYER_FIGHTER_BURN_DEATH);
P_SetMobjState(target, S_PLAY_F_FDTH1);
return;
case PCLASS_CLERIC:
S_StartSound(target, SFX_PLAYER_CLERIC_BURN_DEATH);
P_SetMobjState(target, S_PLAY_C_FDTH1);
return;
case PCLASS_MAGE:
S_StartSound(target, SFX_PLAYER_MAGE_BURN_DEATH);
P_SetMobjState(target, S_PLAY_M_FDTH1);
return;
default:
break;
}
}
if(target->flags2&MF2_ICEDAMAGE)
{ // Player ice death
target->flags &= ~(7<<MF_TRANSSHIFT); //no translation
target->flags |= MF_ICECORPSE;
switch(target->player->class)
{
case PCLASS_FIGHTER:
P_SetMobjState(target, S_FPLAY_ICE);
return;
case PCLASS_CLERIC:
P_SetMobjState(target, S_CPLAY_ICE);
return;
case PCLASS_MAGE:
P_SetMobjState(target, S_MPLAY_ICE);
return;
case PCLASS_PIG:
P_SetMobjState(target, S_PIG_ICE);
return;
default:
break;
}
}
}
if(target->flags2&MF2_FIREDAMAGE)
{
if(target->type == MT_FIGHTER_BOSS
|| target->type == MT_CLERIC_BOSS
|| target->type == MT_MAGE_BOSS)
{
switch(target->type)
{
case MT_FIGHTER_BOSS:
S_StartSound(target, SFX_PLAYER_FIGHTER_BURN_DEATH);
P_SetMobjState(target, S_PLAY_F_FDTH1);
return;
case MT_CLERIC_BOSS:
S_StartSound(target, SFX_PLAYER_CLERIC_BURN_DEATH);
P_SetMobjState(target, S_PLAY_C_FDTH1);
return;
case MT_MAGE_BOSS:
S_StartSound(target, SFX_PLAYER_MAGE_BURN_DEATH);
P_SetMobjState(target, S_PLAY_M_FDTH1);
return;
default:
break;
}
}
else if(target->type == MT_TREEDESTRUCTIBLE)
{
P_SetMobjState(target, S_ZTREEDES_X1);
target->height = 24*FRACUNIT;
S_StartSound(target, SFX_TREE_EXPLODE);
return;
}
}
if(target->flags2&MF2_ICEDAMAGE)
{
target->flags |= MF_ICECORPSE;
switch(target->type)
{
case MT_BISHOP:
P_SetMobjState(target, S_BISHOP_ICE);
return;
case MT_CENTAUR:
case MT_CENTAURLEADER:
P_SetMobjState(target, S_CENTAUR_ICE);
return;
case MT_DEMON:
case MT_DEMON2:
P_SetMobjState(target, S_DEMON_ICE);
return;
case MT_SERPENT:
case MT_SERPENTLEADER:
P_SetMobjState(target, S_SERPENT_ICE);
return;
case MT_WRAITH:
case MT_WRAITHB:
P_SetMobjState(target, S_WRAITH_ICE);
return;
case MT_ETTIN:
P_SetMobjState(target, S_ETTIN_ICE1);
return;
case MT_FIREDEMON:
P_SetMobjState(target, S_FIRED_ICE1);
return;
case MT_FIGHTER_BOSS:
P_SetMobjState(target, S_FIGHTER_ICE);
return;
case MT_CLERIC_BOSS:
P_SetMobjState(target, S_CLERIC_ICE);
return;
case MT_MAGE_BOSS:
P_SetMobjState(target, S_MAGE_ICE);
return;
case MT_PIG:
P_SetMobjState(target, S_PIG_ICE);
return;
default:
target->flags &= ~MF_ICECORPSE;
break;
}
}
if(target->type == MT_MINOTAUR)
{
master = (mobj_t *)target->special1;
if(master->health > 0)
{
if (!ActiveMinotaur(master->player))
{
master->player->powers[pw_minotaur] = 0;
}
}
}
else if(target->type == MT_TREEDESTRUCTIBLE)
{
target->height = 24*FRACUNIT;
}
if(target->health < -(target->info->spawnhealth>>1)
&& target->info->xdeathstate)
{ // Extreme death
P_SetMobjState(target, target->info->xdeathstate);
}
else
{ // Normal death
if ((target->type==MT_FIREDEMON) &&
(target->z <= target->floorz + 2*FRACUNIT) &&
(target->info->xdeathstate))
{
// This is to fix the imps' staying in fall state
P_SetMobjState(target, target->info->xdeathstate);
}
else
{
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, source, HITDICE(4));
if(target->player)
{
target->reactiontime = 14+(P_Random()&7);
}
source->args[0] = 0; // Stop charging
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphPlayer
//
// Returns true if the player gets turned into a pig
//
//---------------------------------------------------------------------------
boolean P_MorphPlayer(player_t *player)
{
mobj_t *pmo;
mobj_t *fog;
mobj_t *beastMo;
fixed_t x;
fixed_t y;
fixed_t z;
angle_t angle;
int oldFlags2;
if(player->powers[pw_invulnerability])
{ // Immune when invulnerable
return(false);
}
if(player->morphTics)
{ // Player is already a beast
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_TELEPORT);
beastMo = P_SpawnMobj(x, y, z, MT_PIGPLAYER);
beastMo->special1 = player->readyweapon;
beastMo->angle = angle;
beastMo->player = player;
player->health = beastMo->health = MAXMORPHHEALTH;
player->mo = beastMo;
memset(&player->armorpoints[0], 0, NUMARMOR*sizeof(int));
player->class = PCLASS_PIG;
if(oldFlags2&MF2_FLY)
{
beastMo->flags2 |= MF2_FLY;
}
player->morphTics = MORPHTICS;
P_ActivateMorphWeapon(player);
return(true);
}
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster
//
//---------------------------------------------------------------------------
boolean P_MorphMonster(mobj_t *actor)
{
mobj_t *master, *monster, *fog;
mobjtype_t moType;
fixed_t x;
fixed_t y;
fixed_t z;
mobj_t oldMonster;
if(actor->player) return(false);
if(!(actor->flags&MF_COUNTKILL)) return false;
if(actor->flags2&MF2_BOSS) return false;
moType = actor->type;
switch(moType)
{
case MT_PIG:
return(false);
case MT_FIGHTER_BOSS:
case MT_CLERIC_BOSS:
case MT_MAGE_BOSS:
return(false);
default:
break;
}
oldMonster = *actor;
x = oldMonster.x;
y = oldMonster.y;
z = oldMonster.z;
P_RemoveMobjFromTIDList(actor);
P_SetMobjState(actor, S_FREETARGMOBJ);
fog = P_SpawnMobj(x, y, z+TELEFOGHEIGHT, MT_TFOG);
S_StartSound(fog, SFX_TELEPORT);
monster = P_SpawnMobj(x, y, z, MT_PIG);
monster->special2 = moType;
monster->special1 = MORPHTICS+P_Random();
monster->flags |= (oldMonster.flags&MF_SHADOW);
monster->target = oldMonster.target;
monster->angle = oldMonster.angle;
monster->tid = oldMonster.tid;
monster->special = oldMonster.special;
P_InsertMobjIntoTIDList(monster, oldMonster.tid);
memcpy(monster->args, oldMonster.args, 5);
// check for turning off minotaur power for active icon
if (moType==MT_MINOTAUR)
{
master = (mobj_t *)oldMonster.special1;
if(master->health > 0)
{
if (!ActiveMinotaur(master->player))
{
master->player->powers[pw_minotaur] = 0;
}
}
}
return(true);
}
//---------------------------------------------------------------------------
//
// PROC P_AutoUseHealth
//
//---------------------------------------------------------------------------
void P_AutoUseHealth(player_t *player, int saveHealth)
{
int i;
int count;
int normalCount;
int normalSlot=0;
int superCount;
int superSlot=0;
normalCount = superCount = 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;
fixed_t savedPercent;
player_t *player;
mobj_t *master;
fixed_t thrust;
int temp;
int i;
if(!(target->flags&MF_SHOOTABLE))
{
// Shouldn't happen
return;
}
if(target->health <= 0)
{
if (inflictor && inflictor->flags2&MF2_ICEDAMAGE)
{
return;
}
else if (target->flags&MF_ICECORPSE) // frozen
{
target->tics = 1;
target->momx = target->momy = 0;
}
return;
}
if ((target->flags2&MF2_INVULNERABLE) && damage < 10000)
{ // mobj is invulnerable
if(target->player) return; // for player, no exceptions
if(inflictor)
{
switch(inflictor->type)
{
// These inflictors aren't foiled by invulnerability
case MT_HOLY_FX:
case MT_POISONCLOUD:
case MT_FIREBOMB:
break;
default:
return;
}
}
else
{
return;
}
}
if(target->player)
{
if(damage < 1000 && ((target->player->cheats&CF_GODMODE)
|| target->player->powers[pw_invulnerability]))
{
return;
}
}
if(target->flags&MF_SKULLFLY)
{
target->momx = target->momy = target->momz = 0;
}
if(target->flags2&MF2_DORMANT)
{
// Invulnerable, and won't wake up
return;
}
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_MorphPlayer(player);
}
else
{
P_MorphMonster(target);
}
return; // Always return
case MT_TELOTHER_FX1:
case MT_TELOTHER_FX2:
case MT_TELOTHER_FX3:
case MT_TELOTHER_FX4:
case MT_TELOTHER_FX5:
if ((target->flags&MF_COUNTKILL) &&
(target->type != MT_SERPENT) &&
(target->type != MT_SERPENTLEADER) &&
(!(target->flags2 & MF2_BOSS)))
{
P_TeleportOther(target);
}
return;
case MT_MINOTAUR:
if(inflictor->flags&MF_SKULLFLY)
{ // Slam only when in charge mode
P_MinotaurSlam(inflictor, target);
return;
}
break;
case MT_BISH_FX:
// Bishops are just too nasty
damage >>= 1;
break;
case MT_SHARDFX1:
switch(inflictor->special2)
{
case 3:
damage <<= 3;
break;
case 2:
damage <<= 2;
break;
case 1:
damage <<= 1;
break;
default:
break;
}
break;
case MT_CSTAFF_MISSILE:
// Cleric Serpent Staff does poison damage
if(target->player)
{
P_PoisonPlayer(target->player, source, 20);
damage >>= 1;
}
break;
case MT_ICEGUY_FX2:
damage >>= 1;
break;
case MT_POISONDART:
if(target->player)
{
P_PoisonPlayer(target->player, source, 20);
damage >>= 1;
}
break;
case MT_POISONCLOUD:
if(target->player)
{
if(target->player->poisoncount < 4)
{
P_PoisonDamage(target->player, source,
15+(P_Random()&15), false); // Don't play painsound
P_PoisonPlayer(target->player, source, 50);
S_StartSound(target, SFX_PLAYER_POISONCOUGH);
}
return;
}
else if(!(target->flags&MF_COUNTKILL))
{ // only damage monsters/players with the poison cloud
return;
}
break;
case MT_FSWORD_MISSILE:
if(target->player)
{
damage -= damage>>2;
}
break;
default:
break;
}
}
// Push the target unless source is using the gauntlets
if(inflictor && (!source || !source->player)
&& !(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;
target->momx += FixedMul(thrust, finecosine[ang]);
target->momy += FixedMul(thrust, finesine[ang]);
}
//
// player specific
//
if(player)
{
savedPercent = AutoArmorSave[player->class]
+player->armorpoints[ARMOR_ARMOR]+player->armorpoints[ARMOR_SHIELD]
+player->armorpoints[ARMOR_HELMET]
+player->armorpoints[ARMOR_AMULET];
if(savedPercent)
{ // armor absorbed some damage
if(savedPercent > 100*FRACUNIT)
{
savedPercent = 100*FRACUNIT;
}
for(i = 0; i < NUMARMOR; i++)
{
if(player->armorpoints[i])
{
player->armorpoints[i] -=
FixedDiv(FixedMul(damage<<FRACBITS,
ArmorIncrement[player->class][i]), 300*FRACUNIT);
if(player->armorpoints[i] < 2*FRACUNIT)
{
player->armorpoints[i] = 0;
}
}
}
saved = FixedDiv(FixedMul(damage<<FRACBITS, savedPercent),
100*FRACUNIT);
if(saved > savedPercent*2)
{
saved = savedPercent*2;
}
damage -= saved>>FRACBITS;
}
if(damage >= player->health
&& ((gameskill == sk_baby) || 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 < 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(false);
}
}
//
// do the damage
//
target->health -= damage;
if(target->health <= 0)
{ // Death
if(inflictor)
{ // check for special fire damage or ice damage deaths
if(inflictor->flags2&MF2_FIREDAMAGE)
{
if(player && !player->morphTics)
{ // Check for flame death
if(target->health > -50 && damage > 25)
{
target->flags2 |= MF2_FIREDAMAGE;
}
}
else
{
target->flags2 |= MF2_FIREDAMAGE;
}
}
else if(inflictor->flags2&MF2_ICEDAMAGE)
{
target->flags2 |= MF2_ICEDAMAGE;
}
}
if(source && (source->type == MT_MINOTAUR))
{ // Minotaur's kills go to his master
master = (mobj_t *)(source->special1);
// Make sure still alive and not a pointer to fighter head
if (master->player && (master->player->mo == master))
{
source = master;
}
}
if(source && (source->player) &&
(source->player->readyweapon == WP_FOURTH))
{
// Always extreme death from fourth weapon
target->health = -5000;
}
P_KillMobj(source, target);
return;
}
if((P_Random() < target->info->painchance)
&& !(target->flags&MF_SKULLFLY))
{
if(inflictor && (inflictor->type >= MT_LIGHTNING_FLOOR
&& inflictor->type <= MT_LIGHTNING_ZAP))
{
if(P_Random() < 96)
{
target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState(target, target->info->painstate);
}
else
{ // "electrocute" the target
target->frame |= FF_FULLBRIGHT;
if(target->flags&MF_COUNTKILL && P_Random() < 128
&& !S_GetSoundPlayingInfo(target, SFX_PUPPYBEAT))
{
if ((target->type == MT_CENTAUR) ||
(target->type == MT_CENTAURLEADER) ||
(target->type == MT_ETTIN))
{
S_StartSound(target, SFX_PUPPYBEAT);
}
}
}
}
else
{
target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState(target, target->info->painstate);
if(inflictor && inflictor->type == MT_POISONCLOUD)
{
if(target->flags&MF_COUNTKILL && P_Random() < 128
&& !S_GetSoundPlayingInfo(target, SFX_PUPPYBEAT))
{
if ((target->type == MT_CENTAUR) ||
(target->type == MT_CENTAURLEADER) ||
(target->type == MT_ETTIN))
{
S_StartSound(target, SFX_PUPPYBEAT);
}
}
}
}
}
target->reactiontime = 0; // we're awake now...
if(!target->threshold && source && !(source->flags2&MF2_BOSS)
&& !(target->type == MT_BISHOP) && !(target->type == MT_MINOTAUR))
{
// Target actor is not intent on another actor,
// so make him chase after source
if((target->type == MT_CENTAUR && source->type == MT_CENTAURLEADER)
|| (target->type == MT_CENTAURLEADER
&& source->type == MT_CENTAUR))
{
return;
}
target->target = source;
target->threshold = BASETHRESHOLD;
if(target->state == &states[target->info->spawnstate]
&& target->info->seestate != S_NULL)
{
P_SetMobjState(target, target->info->seestate);
}
}
}
//==========================================================================
//
// P_FallingDamage
//
//==========================================================================
void P_FallingDamage(player_t *player)
{
int damage;
int mom;
int dist;
mom = abs(player->mo->momz);
dist = FixedMul(mom, 16*FRACUNIT/23);
if(mom >= 63*FRACUNIT)
{ // automatic death
P_DamageMobj(player->mo, NULL, NULL, 10000);
return;
}
damage = ((FixedMul(dist, dist)/10)>>FRACBITS)-24;
if(player->mo->momz > -39*FRACUNIT && damage > player->mo->health
&& player->mo->health != 1)
{ // No-death threshold
damage = player->mo->health-1;
}
S_StartSound(player->mo, SFX_PLAYER_LAND);
P_DamageMobj(player->mo, NULL, NULL, damage);
}
//==========================================================================
//
// P_PoisonPlayer - Sets up all data concerning poisoning
//
//==========================================================================
void P_PoisonPlayer(player_t *player, mobj_t *poisoner, int poison)
{
if((player->cheats&CF_GODMODE) || player->powers[pw_invulnerability])
{
return;
}
player->poisoncount += poison;
player->poisoner = poisoner;
if(player->poisoncount > 100)
{
player->poisoncount = 100;
}
}
//==========================================================================
//
// P_PoisonDamage - Similar to P_DamageMobj
//
//==========================================================================
void P_PoisonDamage(player_t *player, mobj_t *source, int damage,
boolean playPainSound)
{
mobj_t *target;
mobj_t *inflictor;
target = player->mo;
inflictor = source;
if(target->health <= 0)
{
return;
}
if(target->flags2&MF2_INVULNERABLE && damage < 10000)
{ // mobj is invulnerable
return;
}
if(player && gameskill == sk_baby)
{
// Take half damage in trainer mode
damage >>= 1;
}
if(damage < 1000 && ((player->cheats&CF_GODMODE)
|| player->powers[pw_invulnerability]))
{
return;
}
if(damage >= player->health
&& ((gameskill == sk_baby) || 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 < 0)
{
player->health = 0;
}
player->attacker = source;
//
// do the damage
//
target->health -= damage;
if(target->health <= 0)
{ // Death
target->special1 = damage;
if(player && inflictor && !player->morphTics)
{ // Check for flame death
if((inflictor->flags2&MF2_FIREDAMAGE)
&& (target->health > -50) && (damage > 25))
{
target->flags2 |= MF2_FIREDAMAGE;
}
if(inflictor->flags2&MF2_ICEDAMAGE)
{
target->flags2 |= MF2_ICEDAMAGE;
}
}
P_KillMobj(source, target);
return;
}
if(!(leveltime&63) && playPainSound)
{
P_SetMobjState(target, target->info->painstate);
}
/*
if((P_Random() < target->info->painchance)
&& !(target->flags&MF_SKULLFLY))
{
target->flags |= MF_JUSTHIT; // fight back!
P_SetMobjState(target, target->info->painstate);
}
*/
}