1 line
16 KiB
C++
1 line
16 KiB
C++
// P_inter.c
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#include "doomdef.h"
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#include "p_local.h"
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#define BONUSADD 6
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// a weapon is found with two clip loads, 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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===============================================================================
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GET STUFF
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===============================================================================
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*/
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/*
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===================
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=
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= P_GiveAmmo
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=
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= Num is the number of clip loads, 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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*/
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boolean P_GiveAmmo (player_t *player, ammotype_t ammo, int num)
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{
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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 < 0 || 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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num <<= 1; // give double ammo in trainer mode
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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 (oldammo)
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return true; // don't change up weapons, player was lower on
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// purpose
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switch (ammo)
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{
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case am_clip:
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if (player->readyweapon == wp_fist)
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{
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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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{
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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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{
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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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{
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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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===================
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=
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= P_GiveWeapon
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=
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= The weapon name may have a MF_DROPPED flag ored in
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===================
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*/
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boolean P_GiveWeapon (player_t *player, weapontype_t weapon, boolean dropped)
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{
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boolean gaveammo, 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, 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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}
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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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{
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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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===================
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=
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= P_GiveBody
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=
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= Returns false if the body isn't needed at all
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===================
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*/
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boolean P_GiveBody (player_t *player, int num)
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{
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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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===================
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=
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= P_GiveArmor
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=
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= Returns false if the armor is worse than the current armor
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===================
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*/
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boolean P_GiveArmor (player_t *player, int armortype)
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{
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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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===================
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=
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= P_GiveCard
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=
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===================
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*/
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void P_GiveCard (player_t *player, card_t card)
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{
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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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===================
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=
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= P_GivePower
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=
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===================
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*/
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boolean P_GivePower (player_t *player, powertype_t power)
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{
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if (power == pw_invulnerability)
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{
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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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{
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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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{
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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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{
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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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{
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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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==================
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=
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= P_TouchSpecialThing
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=
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==================
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*/
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void P_TouchSpecialThing (mobj_t *special, mobj_t *toucher)
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{
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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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return; // out of reach
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sound = sfx_itemup;
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player = toucher->player;
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if (toucher->health <= 0)
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return; // can happen with a sliding player corpse
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switch (special->sprite)
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{
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//
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// armor
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//
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case SPR_ARM1:
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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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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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//
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// bonus items
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//
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case SPR_BON1:
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player->health++; // can go over 100%
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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 > 200)
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player->health = 200;
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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 (!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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//
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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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//
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// heals
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//
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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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//
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// power ups
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//
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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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//
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// ammo
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//
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case SPR_CLIP:
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if (special->flags & MF_DROPPED)
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{
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if (!P_GiveAmmo (player,am_clip,0))
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return;
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}
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else
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{
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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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{
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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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//
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// weapons
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//
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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) )
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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 ) )
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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, special->flags&MF_DROPPED ) )
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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:
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I_Error ("P_SpecialThing: Unknown gettable thing");
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}
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if (special->flags & MF_COUNTITEM)
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player->itemcount++;
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P_RemoveMobj (special);
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player->bonuscount += BONUSADD;
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if (player == &players[consoleplayer])
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S_StartSound (NULL, sound);
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}
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/*
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==============
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=
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= KillMobj
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=
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==============
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*/
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void P_KillMobj (mobj_t *source, mobj_t *target)
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{
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mobjtype_t item;
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mobj_t *mo;
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target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
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if (target->type != MT_SKULL)
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target->flags &= ~MF_NOGRAVITY;
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target->flags |= MF_CORPSE|MF_DROPOFF;
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target->height >>= 2;
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if (source && source->player)
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{
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if (target->flags & MF_COUNTKILL)
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source->player->killcount++; // count for intermission
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if (target->player)
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source->player->frags[target->player-players]++;
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}
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else if (!netgame && (target->flags & MF_COUNTKILL) )
|
|
players[0].killcount++; // count all monster deaths, even
|
|
// those caused by other monsters
|
|
if (target->player)
|
|
{
|
|
if (!source) // count environment kills against you
|
|
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)
|
|
AM_Stop (); // don't die in auto map
|
|
}
|
|
|
|
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);
|
|
|
|
//
|
|
// drop stuff
|
|
//
|
|
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 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
|
|
|
|
//
|
|
// 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;
|
|
|
|
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);
|
|
}
|
|
|
|
}
|
|
|