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p_inter.c
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p_inter.c
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/**\file
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2009 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2009 Daniel Swanson <danij@dengine.net>
*\author Copyright © 1999 Activision
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* p_inter.c:
*/
// HEADER FILES ------------------------------------------------------------
#include <math.h>
#include "jhexen.h"
#include "am_map.h"
#include "p_inventory.h"
#include "p_player.h"
#include "p_map.h"
#include "p_user.h"
// MACROS ------------------------------------------------------------------
#define BONUSADD (6)
// TYPES -------------------------------------------------------------------
typedef enum {
IT_NONE = -1,
IT_HEALTH_VIAL,
IT_ARMOR_MESH,
IT_ARMOR_SHIELD,
IT_ARMOR_HELMET,
IT_ARMOR_AMULET,
IT_KEY_STEEL,
IT_KEY_CAVE,
IT_KEY_AXE,
IT_KEY_FIRE,
IT_KEY_EMERALD,
IT_KEY_DUNGEON,
IT_KEY_SILVER,
IT_KEY_RUSTED,
IT_KEY_HORN,
IT_KEY_SWAMP,
IT_KEY_CASTLE,
IT_ARTIFACT_QUARTZFLASK,
IT_ARTIFACT_WINGS,
IT_ARTIFACT_DEFENDER,
IT_ARTIFACT_SERVANT,
IT_ARTIFACT_PORKALATOR,
IT_ARTIFACT_MYSTICURN,
IT_ARTIFACT_AMBITINCANT,
IT_ARTIFACT_TORCH,
IT_ARTIFACT_CHAOSDEVICE,
IT_ARTIFACT_BANISHDEVICE,
IT_ARTIFACT_FLETCHETTE,
IT_ARTIFACT_BOOTSOFSPEED,
IT_ARTIFACT_KRATEROFMIGHT,
IT_ARTIFACT_BRACERS,
IT_ARTIFACT_REPULSION,
IT_PUZZLE_SKULL,
IT_PUZZLE_BIGGEM,
IT_PUZZLE_REDGEM,
IT_PUZZLE_GREENGEM1,
IT_PUZZLE_GREENGEM2,
IT_PUZZLE_BLUEGEM1,
IT_PUZZLE_BLUEGEM2,
IT_PUZZLE_BOOK1,
IT_PUZZLE_BOOK2,
IT_PUZZLE_SKULL2,
IT_PUZZLE_FWEAPON,
IT_PUZZLE_CWEAPON,
IT_PUZZLE_MWEAPON,
IT_PUZZLE_GEAR1,
IT_PUZZLE_GEAR2,
IT_PUZZLE_GEAR3,
IT_PUZZLE_GEAR4,
IT_MANA_BLUE,
IT_MANA_GREEN,
IT_MANA_COMBINED,
IT_WEAPON_FROSTSHARDS,
IT_WEAPON_ARCOFDEATH,
IT_WEAPON_AXE,
IT_WEAPON_HAMMER,
IT_WEAPON_SERPENTSTAFF,
IT_WEAPON_FIRESTORM,
IT_WEAPON_QUIETUS1,
IT_WEAPON_QUIETUS2,
IT_WEAPON_QUIETUS3,
IT_WEAPON_WRAITHVERGE1,
IT_WEAPON_WRAITHVERGE2,
IT_WEAPON_WRAITHVERGE3,
IT_WEAPON_BLOODSCOURGE1,
IT_WEAPON_BLOODSCOURGE2,
IT_WEAPON_BLOODSCOURGE3
} itemtype_t;
// Item Info Flags:
#define IIF_LEAVE_COOP 0x1 // Leave for others in Cooperative games.
#define IIF_LEAVE_DEATHMATCH 0x2 // Leave for others in Deathmatch games.
typedef struct iteminfo_s {
itemtype_t type;
short flags; // IIF_* flags.
boolean (*giveFunc) (player_t*);
textenum_t pickupMsg;
sfxenum_t pickupSound;
} iteminfo_t;
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void SetDormantArtifact(mobj_t* arti);
static boolean pickupHealthVial(player_t* plr);
static boolean pickupMesh(player_t* plr);
static boolean pickupShield(player_t* plr);
static boolean pickupHelmet(player_t* plr);
static boolean pickupAmulet(player_t* plr);
static boolean pickupSteelKey(player_t* plr);
static boolean pickupCaveKey(player_t* plr);
static boolean pickupAxeKey(player_t* plr);
static boolean pickupFireKey(player_t* plr);
static boolean pickupEmeraldKey(player_t* plr);
static boolean pickupDungeonKey(player_t* plr);
static boolean pickupSilverKey(player_t* plr);
static boolean pickupRustedKey(player_t* plr);
static boolean pickupHornKey(player_t* plr);
static boolean pickupSwampKey(player_t* plr);
static boolean pickupCastleKey(player_t* plr);
static boolean pickupQuartzFlask(player_t* plr);
static boolean pickupWings(player_t* plr);
static boolean pickupDefender(player_t* plr);
static boolean pickupServant(player_t* plr);
static boolean pickupPorkalator(player_t* plr);
static boolean pickupMysticUrn(player_t* plr);
static boolean pickupAmbitIncant(player_t* plr);
static boolean pickupTorch(player_t* plr);
static boolean pickupChaosDevice(player_t* plr);
static boolean pickupBanishDevice(player_t* plr);
static boolean pickupFletchette(player_t* plr);
static boolean pickupBootsOfSpeed(player_t* plr);
static boolean pickupKraterOfMight(player_t* plr);
static boolean pickupBracers(player_t* plr);
static boolean pickupRepulsion(player_t* plr);
static boolean pickupSkull(player_t* plr);
static boolean pickupBigGem(player_t* plr);
static boolean pickupRedGem(player_t* plr);
static boolean pickupGreenGem1(player_t* plr);
static boolean pickupGreenGem2(player_t* plr);
static boolean pickupBlueGem1(player_t* plr);
static boolean pickupBlueGem2(player_t* plr);
static boolean pickupBook1(player_t* plr);
static boolean pickupBook2(player_t* plr);
static boolean pickupSkull2(player_t* plr);
static boolean pickupFWeapon(player_t* plr);
static boolean pickupCWeapon(player_t* plr);
static boolean pickupMWeapon(player_t* plr);
static boolean pickupGear1(player_t* plr);
static boolean pickupGear2(player_t* plr);
static boolean pickupGear3(player_t* plr);
static boolean pickupGear4(player_t* plr);
static boolean pickupBlueMana(player_t* plr);
static boolean pickupGreenMana(player_t* plr);
static boolean pickupCombinedMana(player_t* plr);
static boolean pickupFrostShards(player_t* plr);
static boolean pickupArcOfDeath(player_t* plr);
static boolean pickupAxe(player_t* plr);
static boolean pickupHammer(player_t* plr);
static boolean pickupSerpentStaff(player_t* plr);
static boolean pickupFireStorm(player_t* plr);
static boolean pickupQuietus1(player_t* plr);
static boolean pickupQuietus2(player_t* plr);
static boolean pickupQuietus3(player_t* plr);
static boolean pickupWraithVerge1(player_t* plr);
static boolean pickupWraithVerge2(player_t* plr);
static boolean pickupWraithVerge3(player_t* plr);
static boolean pickupBloodScourge1(player_t* plr);
static boolean pickupBloodScourge2(player_t* plr);
static boolean pickupBloodScourge3(player_t* plr);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int echoMsg = 1;
int TextKeyMessages[] = {
TXT_TXT_KEY_STEEL,
TXT_TXT_KEY_CAVE,
TXT_TXT_KEY_AXE,
TXT_TXT_KEY_FIRE,
TXT_TXT_KEY_EMERALD,
TXT_TXT_KEY_DUNGEON,
TXT_TXT_KEY_SILVER,
TXT_TXT_KEY_RUSTED,
TXT_TXT_KEY_HORN,
TXT_TXT_KEY_SWAMP,
TXT_TXT_KEY_CASTLE
};
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// Index using itemtype_t - 1;
static const iteminfo_t items[] = {
{ IT_HEALTH_VIAL, 0, pickupHealthVial, TXT_TXT_ITEMHEALTH, SFX_PICKUP_ITEM },
{ IT_ARMOR_MESH, 0, pickupMesh, TXT_TXT_ARMOR1, SFX_PICKUP_ITEM },
{ IT_ARMOR_SHIELD, 0, pickupShield, TXT_TXT_ARMOR2, SFX_PICKUP_ITEM },
{ IT_ARMOR_HELMET, 0, pickupHelmet, TXT_TXT_ARMOR3, SFX_PICKUP_ITEM },
{ IT_ARMOR_AMULET, 0, pickupAmulet, TXT_TXT_ARMOR4, SFX_PICKUP_ITEM },
{ IT_KEY_STEEL, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupSteelKey, TXT_TXT_KEY_STEEL, SFX_PICKUP_KEY },
{ IT_KEY_CAVE, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupCaveKey, TXT_TXT_KEY_CAVE, SFX_PICKUP_KEY },
{ IT_KEY_AXE, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupAxeKey, TXT_TXT_KEY_AXE, SFX_PICKUP_KEY },
{ IT_KEY_FIRE, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupFireKey, TXT_TXT_KEY_FIRE, SFX_PICKUP_KEY },
{ IT_KEY_EMERALD, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupEmeraldKey, TXT_TXT_KEY_EMERALD, SFX_PICKUP_KEY },
{ IT_KEY_DUNGEON, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupDungeonKey, TXT_TXT_KEY_DUNGEON, SFX_PICKUP_KEY },
{ IT_KEY_SILVER, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupSilverKey, TXT_TXT_KEY_SILVER, SFX_PICKUP_KEY },
{ IT_KEY_RUSTED, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupRustedKey, TXT_TXT_KEY_RUSTED, SFX_PICKUP_KEY },
{ IT_KEY_HORN, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupHornKey, TXT_TXT_KEY_HORN, SFX_PICKUP_KEY },
{ IT_KEY_SWAMP, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupSwampKey, TXT_TXT_KEY_SWAMP, SFX_PICKUP_KEY },
{ IT_KEY_CASTLE, IIF_LEAVE_COOP | IIF_LEAVE_DEATHMATCH, pickupCastleKey, TXT_TXT_KEY_CASTLE, SFX_PICKUP_KEY },
{ IT_ARTIFACT_QUARTZFLASK, 0, pickupQuartzFlask, TXT_TXT_ARTIHEALTH, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_WINGS, 0, pickupWings, TXT_TXT_ARTIFLY, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_DEFENDER, 0, pickupDefender, TXT_TXT_ARTIINVULNERABILITY, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_SERVANT, 0, pickupServant, TXT_TXT_ARTISUMMON, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_PORKALATOR, 0, pickupPorkalator, TXT_TXT_ARTIEGG, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_MYSTICURN, 0, pickupMysticUrn, TXT_TXT_ARTISUPERHEALTH, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_AMBITINCANT, 0, pickupAmbitIncant, TXT_TXT_ARTIHEALINGRADIUS, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_TORCH, 0, pickupTorch, TXT_TXT_ARTITORCH, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_CHAOSDEVICE, 0, pickupChaosDevice, TXT_TXT_ARTITELEPORT, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_BANISHDEVICE, 0, pickupBanishDevice, TXT_TXT_ARTITELEPORTOTHER, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_FLETCHETTE, 0, pickupFletchette, TXT_TXT_ARTIPOISONBAG, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_BOOTSOFSPEED, 0, pickupBootsOfSpeed, TXT_TXT_ARTISPEED, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_KRATEROFMIGHT, 0, pickupKraterOfMight, TXT_TXT_ARTIBOOSTMANA, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_BRACERS, 0, pickupBracers, TXT_TXT_ARTIBOOSTARMOR, SFX_PICKUP_ARTIFACT },
{ IT_ARTIFACT_REPULSION, 0, pickupRepulsion, TXT_TXT_ARTIBLASTRADIUS, SFX_PICKUP_ARTIFACT },
{ IT_PUZZLE_SKULL, IIF_LEAVE_COOP, pickupSkull, TXT_TXT_ARTIPUZZSKULL, SFX_PICKUP_ITEM },
{ IT_PUZZLE_BIGGEM, IIF_LEAVE_COOP, pickupBigGem, TXT_TXT_ARTIPUZZGEMBIG, SFX_PICKUP_ITEM },
{ IT_PUZZLE_REDGEM, IIF_LEAVE_COOP, pickupRedGem, TXT_TXT_ARTIPUZZGEMRED, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GREENGEM1, IIF_LEAVE_COOP, pickupGreenGem1, TXT_TXT_ARTIPUZZGEMGREEN1, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GREENGEM2, IIF_LEAVE_COOP, pickupGreenGem2, TXT_TXT_ARTIPUZZGEMGREEN2, SFX_PICKUP_ITEM },
{ IT_PUZZLE_BLUEGEM1, IIF_LEAVE_COOP, pickupBlueGem1, TXT_TXT_ARTIPUZZGEMBLUE1, SFX_PICKUP_ITEM },
{ IT_PUZZLE_BLUEGEM2, IIF_LEAVE_COOP, pickupBlueGem2, TXT_TXT_ARTIPUZZGEMBLUE2, SFX_PICKUP_ITEM },
{ IT_PUZZLE_BOOK1, IIF_LEAVE_COOP, pickupBook1, TXT_TXT_ARTIPUZZBOOK1, SFX_PICKUP_ITEM },
{ IT_PUZZLE_BOOK2, IIF_LEAVE_COOP, pickupBook2, TXT_TXT_ARTIPUZZBOOK2, SFX_PICKUP_ITEM },
{ IT_PUZZLE_SKULL2, IIF_LEAVE_COOP, pickupSkull2, TXT_TXT_ARTIPUZZSKULL2, SFX_PICKUP_ITEM },
{ IT_PUZZLE_FWEAPON, IIF_LEAVE_COOP, pickupFWeapon, TXT_TXT_ARTIPUZZFWEAPON, SFX_PICKUP_ITEM },
{ IT_PUZZLE_CWEAPON, IIF_LEAVE_COOP, pickupCWeapon, TXT_TXT_ARTIPUZZCWEAPON, SFX_PICKUP_ITEM },
{ IT_PUZZLE_MWEAPON, IIF_LEAVE_COOP, pickupMWeapon, TXT_TXT_ARTIPUZZMWEAPON, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GEAR1, IIF_LEAVE_COOP, pickupGear1, TXT_TXT_ARTIPUZZGEAR, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GEAR2, IIF_LEAVE_COOP, pickupGear2, TXT_TXT_ARTIPUZZGEAR, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GEAR3, IIF_LEAVE_COOP, pickupGear3, TXT_TXT_ARTIPUZZGEAR, SFX_PICKUP_ITEM },
{ IT_PUZZLE_GEAR4, IIF_LEAVE_COOP, pickupGear4, TXT_TXT_ARTIPUZZGEAR, SFX_PICKUP_ITEM },
{ IT_MANA_BLUE, 0, pickupBlueMana, TXT_TXT_MANA_1, SFX_PICKUP_ITEM },
{ IT_MANA_GREEN, 0, pickupGreenMana, TXT_TXT_MANA_2, SFX_PICKUP_ITEM },
{ IT_MANA_COMBINED, 0, pickupCombinedMana, TXT_TXT_MANA_BOTH, SFX_PICKUP_ITEM },
{ IT_WEAPON_FROSTSHARDS, IIF_LEAVE_COOP, pickupFrostShards, TXT_TXT_WEAPON_M2, SFX_PICKUP_WEAPON },
{ IT_WEAPON_ARCOFDEATH, IIF_LEAVE_COOP, pickupArcOfDeath, TXT_TXT_WEAPON_M3, SFX_PICKUP_WEAPON },
{ IT_WEAPON_AXE, IIF_LEAVE_COOP, pickupAxe, TXT_TXT_WEAPON_F2, SFX_PICKUP_WEAPON },
{ IT_WEAPON_HAMMER, IIF_LEAVE_COOP, pickupHammer, TXT_TXT_WEAPON_F3, SFX_PICKUP_WEAPON },
{ IT_WEAPON_SERPENTSTAFF, IIF_LEAVE_COOP, pickupSerpentStaff, TXT_TXT_WEAPON_C2, SFX_PICKUP_WEAPON },
{ IT_WEAPON_FIRESTORM, IIF_LEAVE_COOP, pickupFireStorm, TXT_TXT_WEAPON_C3, SFX_PICKUP_WEAPON },
{ IT_WEAPON_QUIETUS1, IIF_LEAVE_COOP, pickupQuietus1, TXT_TXT_QUIETUS_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_QUIETUS2, IIF_LEAVE_COOP, pickupQuietus2, TXT_TXT_QUIETUS_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_QUIETUS3, IIF_LEAVE_COOP, pickupQuietus3, TXT_TXT_QUIETUS_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_WRAITHVERGE1, IIF_LEAVE_COOP, pickupWraithVerge1, TXT_TXT_WRAITHVERGE_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_WRAITHVERGE2, IIF_LEAVE_COOP, pickupWraithVerge2, TXT_TXT_WRAITHVERGE_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_WRAITHVERGE3, IIF_LEAVE_COOP, pickupWraithVerge3, TXT_TXT_WRAITHVERGE_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_BLOODSCOURGE1, IIF_LEAVE_COOP, pickupBloodScourge1, TXT_TXT_BLOODSCOURGE_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_BLOODSCOURGE2, IIF_LEAVE_COOP, pickupBloodScourge2, TXT_TXT_BLOODSCOURGE_PIECE, SFX_PICKUP_WEAPON },
{ IT_WEAPON_BLOODSCOURGE3, IIF_LEAVE_COOP, pickupBloodScourge3, TXT_TXT_BLOODSCOURGE_PIECE, SFX_PICKUP_WEAPON }
};
// CODE --------------------------------------------------------------------
void P_HideSpecialThing(mobj_t *thing)
{
thing->flags &= ~MF_SPECIAL;
thing->flags2 |= MF2_DONTDRAW;
P_MobjChangeState(thing, S_HIDESPECIAL1);
}
/**
* @return @c true, if the player accepted the mana,
* @c false, if it was refused (player has MAX_MANA)
*/
boolean P_GiveMana(player_t *plr, ammotype_t ammo, int num)
{
int prevMana;
if(ammo == AT_NOAMMO)
return false;
if(ammo < 0 || ammo > NUM_AMMO_TYPES)
Con_Error("P_GiveMana: bad type %i", ammo);
if(!(plr->ammo[ammo].owned < MAX_MANA))
return false;
if(gameSkill == SM_BABY || gameSkill == SM_NIGHTMARE)
{ // Extra mana in baby mode and nightmare mode.
num += num / 2;
}
prevMana = plr->ammo[ammo].owned;
// We are about to receive some more ammo. Does the plr want to
// change weapon automatically?
P_MaybeChangeWeapon(plr, WT_NOCHANGE, ammo, false);
if(plr->ammo[ammo].owned + num > MAX_MANA)
plr->ammo[ammo].owned = MAX_MANA;
else
plr->ammo[ammo].owned += num;
plr->update |= PSF_AMMO;
//// \fixme - DJS: This shouldn't be actioned from here.
if(plr->class == PCLASS_FIGHTER && plr->readyWeapon == WT_SECOND &&
ammo == AT_BLUEMANA && prevMana <= 0)
{
P_SetPsprite(plr, ps_weapon, S_FAXEREADY_G);
} // < FIXME
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_AMMO);
return true;
}
static boolean giveWeaponWrongClassMana(player_t* plr, playerclass_t weaponClass,
weapontype_t weaponType)
{
if(IS_NETGAME && !deathmatch)
{ // Can't pick up wrong-class weapons in coop netplay.
return false;
}
if(!P_GiveMana(plr, (weaponType == WT_SECOND)? AT_BLUEMANA : AT_GREENMANA, 25))
{ // Didn't need the mana, so don't pick it up.
return false;
}
return true;
}
static boolean giveWeaponPieceWrongClassMana(player_t* plr, playerclass_t pieceClass)
{
if(IS_NETGAME && !deathmatch)
{ // Can't pick up wrong-class weapons in coop netplay.
return false;
}
if(!P_GiveMana(plr, AT_BLUEMANA, 20) + P_GiveMana(plr, AT_GREENMANA, 20))
{ // Didn't need the mana, so don't pick it up.
return false;
}
return true;
}
boolean P_GiveWeapon(player_t* plr, playerclass_t matchClass,
weapontype_t weaponType)
{
boolean gaveMana = false;
if(plr->class != matchClass)
return giveWeaponWrongClassMana(plr, matchClass, weaponType);
plr->update |= PSF_WEAPONS;
// Always attempt to give mana unless this a cooperative game and the
// player already has this weapon piece.
if(!(IS_NETGAME && !deathmatch && plr->weapons[weaponType].owned))
gaveMana = P_GiveMana(plr, (weaponType == WT_SECOND)? AT_BLUEMANA : AT_GREENMANA, 25);
if(!plr->weapons[weaponType].owned)
{
plr->weapons[weaponType].owned = true;
plr->update |= PSF_OWNED_WEAPONS;
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_WEAPON);
// Should we change weapon automatically?
P_MaybeChangeWeapon(plr, weaponType, AT_NOAMMO, false);
}
else if(!gaveMana)
{ // Player didn't need the weapon or any mana.
return false;
}
return true;
}
boolean P_GiveWeaponPiece(player_t* plr, playerclass_t matchClass,
int pieceValue)
{
static int pieceValueTrans[] = {
0, // 0: never
WPIECE1 | WPIECE2 | WPIECE3, // WPIECE1 (1)
WPIECE2 | WPIECE3, // WPIECE2 (2)
0, // 3: never
WPIECE3 // WPIECE3 (4)
};
boolean gaveMana = false;
if(plr->class != matchClass)
return giveWeaponPieceWrongClassMana(plr, matchClass);
// Always attempt to give mana unless this a cooperative game and the
// player already has this weapon piece.
if(!((plr->pieces & pieceValue) && IS_NETGAME && !deathmatch))
{
gaveMana = P_GiveMana(plr, AT_BLUEMANA, 20) ||
P_GiveMana(plr, AT_GREENMANA, 20);
}
if(plr->pieces & pieceValue)
{ // Already has the piece.
if(IS_NETGAME && !deathmatch) // Cooperative net-game.
return false;
// Deathmatch or single player.
if(!gaveMana) // Didn't need the mana, so don't pick it up.
return false;
}
// Check if fourth weapon assembled.
if(IS_NETGAME && !deathmatch) // Cooperative net-game.
pieceValue = pieceValueTrans[pieceValue];
if(!(plr->pieces & pieceValue))
{
plr->pieces |= pieceValue;
if(plr->pieces == (WPIECE1 | WPIECE2 | WPIECE3))
{
plr->weapons[WT_FOURTH].owned = true;
plr->pendingWeapon = WT_FOURTH;
plr->update |= PSF_WEAPONS | PSF_OWNED_WEAPONS;
// Should we change weapon automatically?
P_MaybeChangeWeapon(plr, WT_FOURTH, AT_NOAMMO, false);
}
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_WEAPON);
}
return true;
}
/**
* @returns @c false, if the body isn't needed at all.
*/
boolean P_GiveBody(player_t* plr, int num)
{
int max;
if(plr->morphTics)
max = MAXMORPHHEALTH;
else
max = maxHealth;
if(plr->health >= max)
{
return false;
}
plr->health += num;
if(plr->health > max)
{
plr->health = max;
}
plr->plr->mo->health = plr->health;
plr->update |= PSF_HEALTH;
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_HEALTH);
return true;
}
/**
* @return @c true, iff the armor was given.
*/
boolean P_GiveArmor(player_t* plr, armortype_t type, int points)
{
if(plr->armorPoints[type] >= points)
return false;
P_PlayerGiveArmorBonus(plr, type, points);
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_ARMOR);
return true;
}
/**
* @return @c true, iff the armor was given.
*/
boolean P_GiveArmor2(player_t* plr, armortype_t type, int amount)
{
int hits, totalArmor;
hits = amount * 5 * FRACUNIT;
totalArmor =
plr->armorPoints[ARMOR_ARMOR] +
plr->armorPoints[ARMOR_SHIELD] +
plr->armorPoints[ARMOR_HELMET] +
plr->armorPoints[ARMOR_AMULET] + PCLASS_INFO(plr->class)->autoArmorSave;
if(totalArmor >= PCLASS_INFO(plr->class)->maxArmor * 5 * FRACUNIT)
return false;
plr->armorPoints[type] += hits;
plr->update |= PSF_ARMOR;
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_ARMOR);
return true;
}
int P_GiveKey(player_t *plr, keytype_t key)
{
if(plr->keys & (1 << key))
{
return false;
}
plr->bonusCount += BONUSADD;
plr->keys |= 1 << key;
plr->update |= PSF_KEYS;
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_KEY);
return true;
}
/**
* @return @c true, if power accepted.
*/
boolean P_GivePower(player_t *plr, powertype_t power)
{
boolean retval = false;
plr->update |= PSF_POWERS;
switch(power)
{
case PT_INVULNERABILITY:
if(!(plr->powers[power] > BLINKTHRESHOLD))
{
plr->powers[power] = INVULNTICS;
plr->plr->mo->flags2 |= MF2_INVULNERABLE;
if(plr->class == PCLASS_MAGE)
{
plr->plr->mo->flags2 |= MF2_REFLECTIVE;
}
retval = true;
}
break;
case PT_FLIGHT:
if(!(plr->powers[power] > BLINKTHRESHOLD))
{
plr->powers[power] = FLIGHTTICS;
plr->plr->mo->flags2 |= MF2_FLY;
plr->plr->mo->flags |= MF_NOGRAVITY;
if(plr->plr->mo->pos[VZ] <= plr->plr->mo->floorZ)
{
plr->flyHeight = 10; // Thrust the plr in the air a bit.
plr->plr->flags |= DDPF_FIXMOM;
}
retval = true;
}
break;
case PT_INFRARED:
if(!(plr->powers[power] > BLINKTHRESHOLD))
{
plr->powers[power] = INFRATICS;
retval = true;
}
break;
case PT_SPEED:
if(!(plr->powers[power] > BLINKTHRESHOLD))
{
plr->powers[power] = SPEEDTICS;
retval = true;
}
break;
case PT_MINOTAUR:
// Doesn't matter if already have power, renew ticker.
plr->powers[power] = MAULATORTICS;
retval = true;
break;
default:
if(!(plr->powers[power]))
{
plr->powers[power] = 1;
retval = true;
}
break;
}
if(retval)
{
// Maybe unhide the HUD?
ST_HUDUnHide(plr - players, HUE_ON_PICKUP_POWER);
}
return retval;
}
boolean P_GiveArtifact(player_t* plr, artitype_e artifact)
{
return P_InventoryGive(plr, artifact);
}
/**
* 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_MobjChangeState(arti, S_DORMANTARTI3_1);
}
else if(arti->type == MT_SUMMONMAULATOR || arti->type == MT_ARTIFLY)
{
P_MobjChangeState(arti, S_DORMANTARTI2_1);
}
else
{
P_MobjChangeState(arti, S_DORMANTARTI1_1);
}
}
else
{ // Don't respawn.
P_MobjChangeState(arti, S_DEADARTI1);
}
}
void C_DECL A_RestoreArtifact(mobj_t *arti)
{
arti->flags |= MF_SPECIAL;
P_MobjChangeState(arti, arti->info->spawnState);
S_StartSound(SFX_RESPAWN, arti);
}
/**
* Make a special thing visible again.
*/
void C_DECL A_RestoreSpecialThing1(mobj_t* thing)
{
thing->flags2 &= ~MF2_DONTDRAW;
S_StartSound(SFX_RESPAWN, thing);
}
void C_DECL A_RestoreSpecialThing2(mobj_t* thing)
{
thing->flags |= MF_SPECIAL;
P_MobjChangeState(thing, thing->info->spawnState);
}
static itemtype_t getItemTypeBySprite(spritetype_e sprite)
{
struct item_s {
itemtype_t type;
spritetype_e sprite;
} items[] = {
{ IT_HEALTH_VIAL, SPR_PTN1 },
{ IT_ARMOR_MESH, SPR_ARM1 },
{ IT_ARMOR_SHIELD, SPR_ARM2 },
{ IT_ARMOR_HELMET, SPR_ARM3 },
{ IT_ARMOR_AMULET, SPR_ARM4 },
{ IT_KEY_STEEL, SPR_KEY1 },
{ IT_KEY_CAVE, SPR_KEY2 },
{ IT_KEY_AXE, SPR_KEY3 },
{ IT_KEY_FIRE, SPR_KEY4 },
{ IT_KEY_EMERALD, SPR_KEY5 },
{ IT_KEY_DUNGEON, SPR_KEY6 },
{ IT_KEY_SILVER, SPR_KEY7 },
{ IT_KEY_RUSTED, SPR_KEY8 },
{ IT_KEY_HORN, SPR_KEY9 },
{ IT_KEY_SWAMP, SPR_KEYA },
{ IT_KEY_CASTLE, SPR_KEYB },
{ IT_ARTIFACT_QUARTZFLASK, SPR_PTN2 },
{ IT_ARTIFACT_WINGS, SPR_SOAR },
{ IT_ARTIFACT_DEFENDER, SPR_INVU },
{ IT_ARTIFACT_SERVANT, SPR_SUMN },
{ IT_ARTIFACT_PORKALATOR, SPR_PORK },
{ IT_ARTIFACT_MYSTICURN, SPR_SPHL },
{ IT_ARTIFACT_AMBITINCANT, SPR_HRAD },
{ IT_ARTIFACT_TORCH, SPR_TRCH },
{ IT_ARTIFACT_CHAOSDEVICE, SPR_ATLP },
{ IT_ARTIFACT_BANISHDEVICE, SPR_TELO },
{ IT_ARTIFACT_FLETCHETTE, SPR_PSBG },
{ IT_ARTIFACT_BOOTSOFSPEED, SPR_SPED },
{ IT_ARTIFACT_KRATEROFMIGHT, SPR_BMAN },
{ IT_ARTIFACT_BRACERS, SPR_BRAC },
{ IT_ARTIFACT_REPULSION, SPR_BLST },
{ IT_PUZZLE_SKULL, SPR_ASKU },
{ IT_PUZZLE_BIGGEM, SPR_ABGM },
{ IT_PUZZLE_REDGEM, SPR_AGMR },
{ IT_PUZZLE_GREENGEM1, SPR_AGMG },
{ IT_PUZZLE_GREENGEM2, SPR_AGG2 },
{ IT_PUZZLE_BLUEGEM1, SPR_AGMB },
{ IT_PUZZLE_BLUEGEM2, SPR_AGB2 },
{ IT_PUZZLE_BOOK1, SPR_ABK1 },
{ IT_PUZZLE_BOOK2, SPR_ABK2 },
{ IT_PUZZLE_SKULL2, SPR_ASK2 },
{ IT_PUZZLE_FWEAPON, SPR_AFWP },
{ IT_PUZZLE_CWEAPON, SPR_ACWP },
{ IT_PUZZLE_MWEAPON, SPR_AMWP },
{ IT_PUZZLE_GEAR1, SPR_AGER },
{ IT_PUZZLE_GEAR2, SPR_AGR2 },
{ IT_PUZZLE_GEAR3, SPR_AGR3 },
{ IT_PUZZLE_GEAR4, SPR_AGR4 },
{ IT_MANA_BLUE, SPR_MAN1 },
{ IT_MANA_GREEN, SPR_MAN2 },
{ IT_MANA_COMBINED, SPR_MAN3 },
{ IT_WEAPON_FROSTSHARDS, SPR_WMCS },
{ IT_WEAPON_ARCOFDEATH, SPR_WMLG },
{ IT_WEAPON_AXE, SPR_WFAX },
{ IT_WEAPON_HAMMER, SPR_WFHM },
{ IT_WEAPON_SERPENTSTAFF, SPR_WCSS },
{ IT_WEAPON_FIRESTORM, SPR_WCFM },
{ IT_WEAPON_QUIETUS1, SPR_WFR1 },
{ IT_WEAPON_QUIETUS2, SPR_WFR2 },
{ IT_WEAPON_QUIETUS3, SPR_WFR3 },
{ IT_WEAPON_WRAITHVERGE1, SPR_WCH1 },
{ IT_WEAPON_WRAITHVERGE2, SPR_WCH2 },
{ IT_WEAPON_WRAITHVERGE3, SPR_WCH3 },
{ IT_WEAPON_BLOODSCOURGE1, SPR_WMS1 },
{ IT_WEAPON_BLOODSCOURGE2, SPR_WMS2 },
{ IT_WEAPON_BLOODSCOURGE3, SPR_WMS3 },
{ IT_NONE, 0 }
};
uint i;
for(i = 0; items[i].type != IT_NONE; ++i)
if(items[i].sprite == sprite)
return items[i].type;
return IT_NONE;
}
static boolean pickupHealthVial(player_t* plr)
{
return P_GiveBody(plr, 10);
}
static boolean pickupMesh(player_t* plr)
{
return P_GiveArmor(plr, ARMOR_ARMOR,
PCLASS_INFO(plr->class)->armorIncrement[ARMOR_ARMOR]);
}
static boolean pickupShield(player_t* plr)
{
return P_GiveArmor(plr, ARMOR_SHIELD,
PCLASS_INFO(plr->class)->armorIncrement[ARMOR_SHIELD]);
}
static boolean pickupHelmet(player_t* plr)
{
return P_GiveArmor(plr, ARMOR_HELMET,
PCLASS_INFO(plr->class)->armorIncrement[ARMOR_HELMET]);
}
static boolean pickupAmulet(player_t* plr)
{
return P_GiveArmor(plr, ARMOR_AMULET,
PCLASS_INFO(plr->class)->armorIncrement[ARMOR_AMULET]);
}
static boolean pickupSteelKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY1);
}
static boolean pickupCaveKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY2);
}
static boolean pickupAxeKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY3);
}
static boolean pickupFireKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY4);
}
static boolean pickupEmeraldKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY5);
}
static boolean pickupDungeonKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY6);
}
static boolean pickupSilverKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY7);
}
static boolean pickupRustedKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY8);
}
static boolean pickupHornKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEY9);
}
static boolean pickupSwampKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEYA);
}
static boolean pickupCastleKey(player_t* plr)
{
return P_GiveKey(plr, KT_KEYB);
}
static boolean pickupQuartzFlask(player_t* plr)
{
return P_GiveArtifact(plr, AFT_HEALTH);
}
static boolean pickupWings(player_t* plr)
{
return P_GiveArtifact(plr, AFT_FLY);
}
static boolean pickupDefender(player_t* plr)
{
return P_GiveArtifact(plr, AFT_INVULNERABILITY);
}
static boolean pickupServant(player_t* plr)
{
return P_GiveArtifact(plr, AFT_SUMMON);
}
static boolean pickupPorkalator(player_t* plr)
{
return P_GiveArtifact(plr, AFT_EGG);
}
static boolean pickupMysticUrn(player_t* plr)
{
return P_GiveArtifact(plr, AFT_SUPERHEALTH);
}
static boolean pickupAmbitIncant(player_t* plr)
{
return P_GiveArtifact(plr, AFT_HEALINGRADIUS);
}
static boolean pickupTorch(player_t* plr)
{
return P_GiveArtifact(plr, AFT_TORCH);
}
static boolean pickupChaosDevice(player_t* plr)
{
return P_GiveArtifact(plr, AFT_TELEPORT);
}
static boolean pickupBanishDevice(player_t* plr)
{
return P_GiveArtifact(plr, AFT_TELEPORTOTHER);
}
static boolean pickupFletchette(player_t* plr)
{
return P_GiveArtifact(plr, AFT_POISONBAG);
}
static boolean pickupBootsOfSpeed(player_t* plr)
{
return P_GiveArtifact(plr, AFT_SPEED);
}
static boolean pickupKraterOfMight(player_t* plr)
{
return P_GiveArtifact(plr, AFT_BOOSTMANA);
}
static boolean pickupBracers(player_t* plr)
{
return P_GiveArtifact(plr, AFT_BOOSTARMOR);
}
static boolean pickupRepulsion(player_t* plr)
{
return P_GiveArtifact(plr, AFT_BLASTRADIUS);
}
static boolean pickupSkull(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZSKULL);
}
static boolean pickupBigGem(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMBIG);
}
static boolean pickupRedGem(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMRED);
}
static boolean pickupGreenGem1(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMGREEN1);
}
static boolean pickupGreenGem2(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMGREEN2);
}
static boolean pickupBlueGem1(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMBLUE1);
}
static boolean pickupBlueGem2(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZGEMBLUE2);
}
static boolean pickupBook1(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZBOOK1);
}
static boolean pickupBook2(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZBOOK2);
}
static boolean pickupSkull2(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZSKULL2);
}
static boolean pickupFWeapon(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZFWEAPON);
}
static boolean pickupCWeapon(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZCWEAPON);
}
static boolean pickupMWeapon(player_t* plr)
{
return P_GiveArtifact(plr, AFT_PUZZMWEAPON);
}