📄 p_inter.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_inter.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: p_inter.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Handling interactions (i.e., collisions).////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_inter.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $";// Data.#include "doomdef.h"#include "dstrings.h"#include "sounds.h"#include "doomstat.h"#include "m_random.h"#include "i_system.h"#include "am_map.h"#include "p_local.h"#include "s_sound.h"#ifdef __GNUG__#pragma implementation "p_inter.h"#endif#include "p_inter.h"#define BONUSADD 6// a weapon is found with two clip loads,// a big item has five clip loadsint maxammo[NUMAMMO] = {200, 50, 300, 50};int clipammo[NUMAMMO] = {10, 4, 20, 1};//// GET STUFF////// P_GiveAmmo// Num is the number of clip loads,// not the individual count (0= 1/2 clip).// Returns false if the ammo can't be picked up at all//booleanP_GiveAmmo( player_t* player, ammotype_t ammo, int num ){ int oldammo; if (ammo == am_noammo) return false; if (ammo < 0 || ammo > NUMAMMO) I_Error ("P_GiveAmmo: bad type %i", ammo); if ( player->ammo[ammo] == player->maxammo[ammo] ) return false; if (num) num *= clipammo[ammo]; else num = clipammo[ammo]/2; if (gameskill == sk_baby || gameskill == sk_nightmare) { // give double ammo in trainer mode, // you'll need in nightmare num <<= 1; } oldammo = player->ammo[ammo]; player->ammo[ammo] += num; if (player->ammo[ammo] > player->maxammo[ammo]) player->ammo[ammo] = player->maxammo[ammo]; // If non zero ammo, // don't change up weapons, // player was lower on purpose. if (oldammo) return true; // We were down to zero, // so select a new weapon. // Preferences are not user selectable. switch (ammo) { case am_clip: if (player->readyweapon == wp_fist) { if (player->weaponowned[wp_chaingun]) player->pendingweapon = wp_chaingun; else player->pendingweapon = wp_pistol; } break; case am_shell: if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol) { if (player->weaponowned[wp_shotgun]) player->pendingweapon = wp_shotgun; } break; case am_cell: if (player->readyweapon == wp_fist || player->readyweapon == wp_pistol) { if (player->weaponowned[wp_plasma]) player->pendingweapon = wp_plasma; } break; case am_misl: if (player->readyweapon == wp_fist) { if (player->weaponowned[wp_missile]) player->pendingweapon = wp_missile; } default: break; } return true;}//// P_GiveWeapon// The weapon name may have a MF_DROPPED flag ored in.//booleanP_GiveWeapon( player_t* player, weapontype_t weapon, boolean dropped ){ boolean gaveammo; boolean gaveweapon; if (netgame && (deathmatch!=2) && !dropped ) { // leave placed weapons forever on net games if (player->weaponowned[weapon]) return false; player->bonuscount += BONUSADD; player->weaponowned[weapon] = true; if (deathmatch) P_GiveAmmo (player, weaponinfo[weapon].ammo, 5); else P_GiveAmmo (player, weaponinfo[weapon].ammo, 2); player->pendingweapon = weapon; if (player == &players[consoleplayer]) S_StartSound (NULL, sfx_wpnup); return false; } if (weaponinfo[weapon].ammo != am_noammo) { // give one clip with a dropped weapon, // two clips with a found weapon if (dropped) gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1); else gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2); } else gaveammo = false; if (player->weaponowned[weapon]) gaveweapon = false; else { gaveweapon = true; player->weaponowned[weapon] = true; player->pendingweapon = weapon; } return (gaveweapon || gaveammo);} //// P_GiveBody// Returns false if the body isn't needed at all//booleanP_GiveBody( player_t* player, int num ){ if (player->health >= MAXHEALTH) return false; player->health += num; if (player->health > MAXHEALTH) player->health = MAXHEALTH; player->mo->health = player->health; return true;}//// P_GiveArmor// Returns false if the armor is worse// than the current armor.//booleanP_GiveArmor( player_t* player, int armortype ){ int hits; hits = armortype*100; if (player->armorpoints >= hits) return false; // don't pick up player->armortype = armortype; player->armorpoints = hits; return true;}//// P_GiveCard//voidP_GiveCard( player_t* player, card_t card ){ if (player->cards[card]) return; player->bonuscount = BONUSADD; player->cards[card] = 1;}//// P_GivePower//booleanP_GivePower( player_t* player, int /*powertype_t*/ power ){ if (power == pw_invulnerability) { player->powers[power] = INVULNTICS; return true; } if (power == pw_invisibility) { player->powers[power] = INVISTICS; player->mo->flags |= MF_SHADOW; return true; } if (power == pw_infrared) { player->powers[power] = INFRATICS; return true; } if (power == pw_ironfeet) { player->powers[power] = IRONTICS; return true; } if (power == pw_strength) { P_GiveBody (player, 100); player->powers[power] = 1; return true; } if (player->powers[power]) return false; // already got it player->powers[power] = 1; return true;}//// P_TouchSpecialThing//voidP_TouchSpecialThing( mobj_t* special, mobj_t* toucher ){ player_t* player; int i; fixed_t delta; int sound; delta = special->z - toucher->z; if (delta > toucher->height || delta < -8*FRACUNIT) { // out of reach return; } sound = sfx_itemup; player = toucher->player; // Dead thing touching. // Can happen with a sliding player corpse. if (toucher->health <= 0) return; // Identify by sprite. switch (special->sprite) { // armor case SPR_ARM1: if (!P_GiveArmor (player, 1)) return; player->message = GOTARMOR; break; case SPR_ARM2: if (!P_GiveArmor (player, 2)) return; player->message = GOTMEGA; break; // bonus items case SPR_BON1: player->health++; // can go over 100% if (player->health > 200) player->health = 200; player->mo->health = player->health; player->message = GOTHTHBONUS; break; case SPR_BON2: player->armorpoints++; // can go over 100% if (player->armorpoints > 200) player->armorpoints = 200; if (!player->armortype) player->armortype = 1; player->message = GOTARMBONUS; break; case SPR_SOUL: player->health += 100; if (player->health > 200) player->health = 200; player->mo->health = player->health; player->message = GOTSUPER; sound = sfx_getpow; break; case SPR_MEGA: if (gamemode != commercial) return; player->health = 200; player->mo->health = player->health; P_GiveArmor (player,2); player->message = GOTMSPHERE; sound = sfx_getpow; break; // cards // leave cards for everyone case SPR_BKEY: if (!player->cards[it_bluecard]) player->message = GOTBLUECARD; P_GiveCard (player, it_bluecard); if (!netgame) break; return; case SPR_YKEY: if (!player->cards[it_yellowcard]) player->message = GOTYELWCARD; P_GiveCard (player, it_yellowcard); if (!netgame) break; return; case SPR_RKEY: if (!player->cards[it_redcard]) player->message = GOTREDCARD; P_GiveCard (player, it_redcard); if (!netgame) break; return; case SPR_BSKU: if (!player->cards[it_blueskull]) player->message = GOTBLUESKUL; P_GiveCard (player, it_blueskull); if (!netgame) break; return; case SPR_YSKU: if (!player->cards[it_yellowskull]) player->message = GOTYELWSKUL;
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