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https://github.com/jndean/IPUDOOM.git
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796 lines
18 KiB
C
796 lines
18 KiB
C
//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005-2014 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// DESCRIPTION:
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// Handling interactions (i.e., collisions).
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//
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#include <stddef.h>
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#include "am_map.h"
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#include "d_englsh.h"
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#include "d_items.h"
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#include "d_mode.h"
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// Data.
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#include "doomdef.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "info.h"
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#include "m_fixed.h"
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#include "m_random.h"
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#include "p_inter.h"
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#include "p_local.h"
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#include "p_mobj.h"
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#include "r_defs.h"
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#include "r_main.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "tables.h"
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#define BONUSADD 6
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// a weapon is found with two clip loads,
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// a big item has five clip loads
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int maxammo[NUMAMMO] = {200, 50, 300, 50};
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int clipammo[NUMAMMO] = {10, 4, 20, 1};
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//
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// GET STUFF
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//
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//
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// P_GiveAmmo
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// Num is the number of clip loads,
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// not the individual count (0= 1/2 clip).
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// Returns false if the ammo can't be picked up at all
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//
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boolean P_GiveAmmo(player_t *player, ammotype_t ammo, int num) {
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int oldammo;
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if (ammo == am_noammo)
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return false;
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if (ammo > NUMAMMO)
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I_Error("P_GiveAmmo: bad type %i", ammo);
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if (player->ammo[ammo] == player->maxammo[ammo])
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return false;
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if (num)
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num *= clipammo[ammo];
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else
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num = clipammo[ammo] / 2;
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if (gameskill == sk_baby || gameskill == sk_nightmare) {
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// give double ammo in trainer mode,
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// you'll need in nightmare
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num <<= 1;
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}
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oldammo = player->ammo[ammo];
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player->ammo[ammo] += num;
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if (player->ammo[ammo] > player->maxammo[ammo])
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player->ammo[ammo] = player->maxammo[ammo];
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// If non zero ammo,
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// don't change up weapons,
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// player was lower on purpose.
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if (oldammo)
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return true;
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// We were down to zero,
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// so select a new weapon.
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// Preferences are not user selectable.
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switch (ammo) {
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case am_clip:
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if (player->readyweapon == wp_fist) {
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if (player->weaponowned[wp_chaingun])
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player->pendingweapon = wp_chaingun;
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else
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player->pendingweapon = wp_pistol;
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}
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break;
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case am_shell:
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if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol) {
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if (player->weaponowned[wp_shotgun])
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player->pendingweapon = wp_shotgun;
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}
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break;
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case am_cell:
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if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol) {
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if (player->weaponowned[wp_plasma])
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player->pendingweapon = wp_plasma;
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}
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break;
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case am_misl:
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if (player->readyweapon == wp_fist) {
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if (player->weaponowned[wp_missile])
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player->pendingweapon = wp_missile;
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}
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default:
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break;
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}
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return true;
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}
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//
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// P_GiveWeapon
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// The weapon name may have a MF_DROPPED flag ored in.
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//
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boolean P_GiveWeapon(player_t *player, weapontype_t weapon, boolean dropped) {
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boolean gaveammo;
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boolean gaveweapon;
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if (netgame && (deathmatch != 2) && !dropped) {
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// leave placed weapons forever on net games
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if (player->weaponowned[weapon])
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return false;
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player->bonuscount += BONUSADD;
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player->weaponowned[weapon] = true;
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if (deathmatch)
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P_GiveAmmo(player, weaponinfo[weapon].ammo, 5);
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else
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P_GiveAmmo(player, weaponinfo[weapon].ammo, 2);
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player->pendingweapon = weapon;
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if (player == &players[consoleplayer])
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S_StartSound(NULL, sfx_wpnup);
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return false;
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}
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if (weaponinfo[weapon].ammo != am_noammo) {
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// give one clip with a dropped weapon,
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// two clips with a found weapon
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if (dropped)
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gaveammo = P_GiveAmmo(player, weaponinfo[weapon].ammo, 1);
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else
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gaveammo = P_GiveAmmo(player, weaponinfo[weapon].ammo, 2);
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} else
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gaveammo = false;
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if (player->weaponowned[weapon])
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gaveweapon = false;
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else {
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gaveweapon = true;
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player->weaponowned[weapon] = true;
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player->pendingweapon = weapon;
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}
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return (gaveweapon || gaveammo);
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}
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//
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// P_GiveBody
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// Returns false if the body isn't needed at all
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//
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boolean P_GiveBody(player_t *player, int num) {
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if (player->health >= MAXHEALTH)
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return false;
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player->health += num;
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if (player->health > MAXHEALTH)
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player->health = MAXHEALTH;
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player->mo->health = player->health;
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return true;
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}
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//
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// P_GiveArmor
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// Returns false if the armor is worse
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// than the current armor.
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//
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boolean P_GiveArmor(player_t *player, int armortype) {
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int hits;
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hits = armortype * 100;
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if (player->armorpoints >= hits)
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return false; // don't pick up
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player->armortype = armortype;
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player->armorpoints = hits;
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return true;
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}
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//
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// P_GiveCard
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//
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void P_GiveCard(player_t *player, card_t card) {
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if (player->cards[card])
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return;
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player->bonuscount = BONUSADD;
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player->cards[card] = 1;
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}
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//
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// P_GivePower
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//
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boolean P_GivePower(player_t *player, int /*powertype_t*/ power) {
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if (power == pw_invulnerability) {
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player->powers[power] = INVULNTICS;
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return true;
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}
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if (power == pw_invisibility) {
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player->powers[power] = INVISTICS;
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player->mo->flags |= MF_SHADOW;
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return true;
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}
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if (power == pw_infrared) {
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player->powers[power] = INFRATICS;
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return true;
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}
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if (power == pw_ironfeet) {
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player->powers[power] = IRONTICS;
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return true;
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}
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if (power == pw_strength) {
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P_GiveBody(player, 100);
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player->powers[power] = 1;
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return true;
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}
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if (player->powers[power])
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return false; // already got it
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player->powers[power] = 1;
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return true;
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}
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//
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// P_TouchSpecialThing
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//
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void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher) {
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player_t *player;
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int i;
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fixed_t delta;
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int sound;
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delta = special->z - toucher->z;
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if (delta > toucher->height || delta < -8 * FRACUNIT) {
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// out of reach
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return;
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}
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sound = sfx_itemup;
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player = toucher->player;
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// Dead thing touching.
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// Can happen with a sliding player corpse.
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if (toucher->health <= 0)
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return;
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// Identify by sprite.
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switch (special->sprite) {
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// armor
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case SPR_ARM1:
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// TODO: replace 1 below with GREEN armor constant
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if (!P_GiveArmor(player, 1))
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return;
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player->message = (GOTARMOR);
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break;
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case SPR_ARM2:
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// TODO: replace 2 below with BLUE armor constant
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if (!P_GiveArmor(player, 2))
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return;
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player->message = (GOTMEGA);
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break;
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// bonus items
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case SPR_BON1:
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player->health++; // can go over 100%
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// TODO: replace 200 below with a constant
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if (player->health > 200)
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player->health = 200;
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player->mo->health = player->health;
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player->message = (GOTHTHBONUS);
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break;
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case SPR_BON2:
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player->armorpoints++; // can go over 100%
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if (player->armorpoints > 200)
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player->armorpoints = 200;
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if (!player->armortype)
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player->armortype = 1;
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player->message = (GOTARMBONUS);
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break;
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case SPR_SOUL:
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player->health += 100;
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if (player->health > 100)
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player->health = 100;
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player->mo->health = player->health;
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player->message = (GOTSUPER);
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sound = sfx_getpow;
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break;
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case SPR_MEGA:
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if (gamemode != commercial)
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return;
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player->health = 200;
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player->mo->health = player->health;
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P_GiveArmor(player, 2);
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player->message = (GOTMSPHERE);
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sound = sfx_getpow;
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break;
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// cards
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// leave cards for everyone
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case SPR_BKEY:
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if (!player->cards[it_bluecard])
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player->message = (GOTBLUECARD);
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P_GiveCard(player, it_bluecard);
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if (!netgame)
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break;
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return;
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case SPR_YKEY:
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if (!player->cards[it_yellowcard])
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player->message = (GOTYELWCARD);
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P_GiveCard(player, it_yellowcard);
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if (!netgame)
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break;
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return;
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case SPR_RKEY:
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if (!player->cards[it_redcard])
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player->message = (GOTREDCARD);
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P_GiveCard(player, it_redcard);
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if (!netgame)
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break;
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return;
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case SPR_BSKU:
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if (!player->cards[it_blueskull])
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player->message = (GOTBLUESKUL);
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P_GiveCard(player, it_blueskull);
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if (!netgame)
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break;
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return;
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case SPR_YSKU:
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if (!player->cards[it_yellowskull])
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player->message = (GOTYELWSKUL);
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P_GiveCard(player, it_yellowskull);
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if (!netgame)
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break;
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return;
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case SPR_RSKU:
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if (!player->cards[it_redskull])
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player->message = (GOTREDSKULL);
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P_GiveCard(player, it_redskull);
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if (!netgame)
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break;
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return;
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// medikits, heals
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case SPR_STIM:
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if (!P_GiveBody(player, 10))
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return;
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player->message = (GOTSTIM);
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break;
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case SPR_MEDI:
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if (!P_GiveBody(player, 25))
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return;
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if (player->health < 25)
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player->message = (GOTMEDINEED);
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else
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player->message = (GOTMEDIKIT);
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break;
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// power ups
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case SPR_PINV:
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if (!P_GivePower(player, pw_invulnerability))
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return;
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player->message = (GOTINVUL);
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sound = sfx_getpow;
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break;
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case SPR_PSTR:
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if (!P_GivePower(player, pw_strength))
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return;
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player->message = (GOTBERSERK);
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if (player->readyweapon != wp_fist)
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player->pendingweapon = wp_fist;
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sound = sfx_getpow;
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break;
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case SPR_PINS:
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if (!P_GivePower(player, pw_invisibility))
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return;
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player->message = (GOTINVIS);
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sound = sfx_getpow;
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break;
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case SPR_SUIT:
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if (!P_GivePower(player, pw_ironfeet))
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return;
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player->message = (GOTSUIT);
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sound = sfx_getpow;
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break;
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case SPR_PMAP:
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if (!P_GivePower(player, pw_allmap))
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return;
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player->message = (GOTMAP);
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sound = sfx_getpow;
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break;
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case SPR_PVIS:
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if (!P_GivePower(player, pw_infrared))
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return;
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player->message = (GOTVISOR);
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sound = sfx_getpow;
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break;
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// ammo
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case SPR_CLIP:
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if (special->flags & MF_DROPPED) {
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if (!P_GiveAmmo(player, am_clip, 0))
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return;
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} else {
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if (!P_GiveAmmo(player, am_clip, 1))
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return;
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}
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player->message = (GOTCLIP);
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break;
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case SPR_AMMO:
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if (!P_GiveAmmo(player, am_clip, 5))
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return;
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player->message = (GOTCLIPBOX);
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break;
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case SPR_ROCK:
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if (!P_GiveAmmo(player, am_misl, 1))
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return;
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player->message = (GOTROCKET);
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break;
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case SPR_BROK:
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if (!P_GiveAmmo(player, am_misl, 5))
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return;
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player->message = (GOTROCKBOX);
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break;
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case SPR_CELL:
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if (!P_GiveAmmo(player, am_cell, 1))
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return;
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player->message = (GOTCELL);
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break;
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case SPR_CELP:
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if (!P_GiveAmmo(player, am_cell, 5))
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return;
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player->message = (GOTCELLBOX);
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break;
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case SPR_SHEL:
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if (!P_GiveAmmo(player, am_shell, 1))
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return;
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player->message = (GOTSHELLS);
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break;
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case SPR_SBOX:
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if (!P_GiveAmmo(player, am_shell, 5))
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return;
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player->message = (GOTSHELLBOX);
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break;
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case SPR_BPAK:
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if (!player->backpack) {
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for (i = 0; i < NUMAMMO; i++)
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player->maxammo[i] *= 2;
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player->backpack = true;
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}
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for (i = 0; i < NUMAMMO; i++)
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P_GiveAmmo(player, i, 1);
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player->message = (GOTBACKPACK);
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break;
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// weapons
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case SPR_BFUG:
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if (!P_GiveWeapon(player, wp_bfg, false))
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return;
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player->message = (GOTBFG9000);
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sound = sfx_wpnup;
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break;
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case SPR_MGUN:
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if (!P_GiveWeapon(player, wp_chaingun, (special->flags & MF_DROPPED) != 0))
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return;
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player->message = (GOTCHAINGUN);
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sound = sfx_wpnup;
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break;
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case SPR_CSAW:
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if (!P_GiveWeapon(player, wp_chainsaw, false))
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return;
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player->message = (GOTCHAINSAW);
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sound = sfx_wpnup;
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break;
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case SPR_LAUN:
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if (!P_GiveWeapon(player, wp_missile, false))
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return;
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player->message = (GOTLAUNCHER);
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sound = sfx_wpnup;
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break;
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case SPR_PLAS:
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if (!P_GiveWeapon(player, wp_plasma, false))
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return;
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player->message = (GOTPLASMA);
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sound = sfx_wpnup;
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break;
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case SPR_SHOT:
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if (!P_GiveWeapon(player, wp_shotgun, (special->flags & MF_DROPPED) != 0))
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return;
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player->message = (GOTSHOTGUN);
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sound = sfx_wpnup;
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break;
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case SPR_SGN2:
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if (!P_GiveWeapon(player, wp_supershotgun,
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(special->flags & MF_DROPPED) != 0))
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return;
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player->message = (GOTSHOTGUN2);
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sound = sfx_wpnup;
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break;
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|
|
default:
|
|
I_Error("P_SpecialThing: Unknown gettable thing");
|
|
}
|
|
|
|
if (special->flags & MF_COUNTITEM)
|
|
player->itemcount++;
|
|
P_RemoveMobj(special);
|
|
player->bonuscount += BONUSADD;
|
|
if (player == &players[consoleplayer])
|
|
S_StartSound(NULL, sound);
|
|
}
|
|
|
|
//
|
|
// KillMobj
|
|
//
|
|
void P_KillMobj(mobj_t *source, mobj_t *target) {
|
|
mobjtype_t item;
|
|
mobj_t *mo;
|
|
|
|
target->flags &= ~(MF_SHOOTABLE | MF_FLOAT | MF_SKULLFLY);
|
|
|
|
if (target->type != MT_SKULL)
|
|
target->flags &= ~MF_NOGRAVITY;
|
|
|
|
target->flags |= MF_CORPSE | MF_DROPOFF;
|
|
target->height >>= 2;
|
|
|
|
if (source && source->player) {
|
|
// count for intermission
|
|
if (target->flags & MF_COUNTKILL)
|
|
source->player->killcount++;
|
|
|
|
if (target->player)
|
|
source->player->frags[target->player - players]++;
|
|
} 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]++;
|
|
|
|
target->flags &= ~MF_SOLID;
|
|
target->player->playerstate = PST_DEAD;
|
|
P_DropWeapon(target->player);
|
|
|
|
if (target->player == &players[consoleplayer] && automapactive) {
|
|
// don't die in auto map,
|
|
// switch view prior to dying
|
|
AM_Stop();
|
|
}
|
|
}
|
|
|
|
if (target->health < -target->info->spawnhealth &&
|
|
target->info->xdeathstate) {
|
|
P_SetMobjState(target, target->info->xdeathstate);
|
|
} else
|
|
P_SetMobjState(target, target->info->deathstate);
|
|
target->tics -= P_Random() & 3;
|
|
|
|
if (target->tics < 1)
|
|
target->tics = 1;
|
|
|
|
// I_StartSound (&actor->r, actor->info->deathsound);
|
|
|
|
// In Chex Quest, monsters don't drop items.
|
|
|
|
if (gameversion == exe_chex) {
|
|
return;
|
|
}
|
|
|
|
// Drop stuff.
|
|
// This determines the kind of object spawned
|
|
// during the death frame of a thing.
|
|
switch (target->type) {
|
|
case MT_WOLFSS:
|
|
case MT_POSSESSED:
|
|
item = MT_CLIP;
|
|
break;
|
|
|
|
case MT_SHOTGUY:
|
|
item = MT_SHOTGUN;
|
|
break;
|
|
|
|
case MT_CHAINGUY:
|
|
item = MT_CHAINGUN;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
mo = P_SpawnMobj(target->x, target->y, ONFLOORZ, item);
|
|
mo->flags |= MF_DROPPED; // special versions of items
|
|
}
|
|
|
|
//
|
|
// P_DamageMobj
|
|
// Damages both enemies and players
|
|
// "inflictor" is the thing that caused the damage
|
|
// creature or missile, can be NULL (slime, etc)
|
|
// "source" is the thing to target after taking damage
|
|
// creature or NULL
|
|
// Source and inflictor are the same for melee attacks.
|
|
// Source can be NULL for 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;
|
|
|
|
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)) {
|
|
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, or with INVUL power.
|
|
if (damage < 1000 &&
|
|
((player->cheats & CF_GODMODE) || player->powers[pw_invulnerability])) {
|
|
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)) {
|
|
target->flags |= MF_JUSTHIT; // fight back!
|
|
|
|
P_SetMobjState(target, target->info->painstate);
|
|
}
|
|
|
|
target->reactiontime = 0; // we're awake now...
|
|
|
|
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);
|
|
}
|
|
}
|