Beispiel #1
0
void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
{
	// Handle possible unmorph on death
	bool wasgibbed = (health < GibHealth());

	AActor *realthis = NULL;
	int realstyle = 0;
	int realhealth = 0;
	if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
	{
		if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
		{
			if (wasgibbed)
			{
				int realgibhealth = realthis->GibHealth();
				if (realthis->health >= realgibhealth)
				{
					realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
				}
			}
			realthis->Die(source, inflictor, dmgflags);
		}
		return;
	}

	// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :) 
	effects &= ~FX_RESPAWNINVUL;
	//flags &= ~MF_INVINCIBLE;

	if (debugfile && this->player)
	{
		static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
		int pnum = int(this->player-players);
		dieticks[pnum] = gametic;
		fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
		this->player->cheats&CF_PREDICTING?"predicting":"real");
	}

	// [RH] Notify this actor's items.
	for (AInventory *item = Inventory; item != NULL; )
	{
		AInventory *next = item->Inventory;
		item->OwnerDied();
		item = next;
	}

	if (flags & MF_MISSILE)
	{ // [RH] When missiles die, they just explode
		P_ExplodeMissile (this, NULL, NULL);
		return;
	}
	// [RH] Set the target to the thing that killed it. Strife apparently does this.
	if (source != NULL)
	{
		target = source;
	}

	flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
	if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
	flags |= MF_DROPOFF;
	if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
	{	// [RH] Only monsters get to be corpses.
		// Objects with a raise state should get the flag as well so they can
		// be revived by an Arch-Vile. Batman Doom needs this.
		// [RC] And disable this if DONTCORPSE is set, of course.
		if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE;
	}
	flags6 |= MF6_KILLED;

	// [RH] Allow the death height to be overridden using metadata.
	fixed_t metaheight = 0;
	if (DamageType == NAME_Fire)
	{
		metaheight = GetClass()->Meta.GetMetaFixed (AMETA_BurnHeight);
	}
	if (metaheight == 0)
	{
		metaheight = GetClass()->Meta.GetMetaFixed (AMETA_DeathHeight);
	}
	if (metaheight != 0)
	{
		height = MAX<fixed_t> (metaheight, 0);
	}
	else
	{
		height >>= 2;
	}

	// [RH] If the thing has a special, execute and remove it
	//		Note that the thing that killed it is considered
	//		the activator of the script.
	// New: In Hexen, the thing that died is the activator,
	//		so now a level flag selects who the activator gets to be.
	// Everything is now moved to P_ActivateThingSpecial().
	if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER))
		&& !(activationtype & THINGSPEC_NoDeathSpecial))
	{
		P_ActivateThingSpecial(this, source, true); 
	}

	if (CountsAsKill())
		level.killed_monsters++;
		
	if (source && source->player)
	{
		if (CountsAsKill())
		{ // count for intermission
			source->player->killcount++;
		}

		// Don't count any frags at level start, because they're just telefrags
		// resulting from insufficient deathmatch starts, and it wouldn't be
		// fair to count them toward a player's score.
		if (player && level.maptime)
		{
			source->player->frags[player - players]++;
			if (player == source->player)	// [RH] Cumulative frag count
			{
				char buff[256];

				player->fragcount--;
				if (deathmatch && player->spreecount >= 5 && cl_showsprees)
				{
					SexMessage (GStrings("SPREEKILLSELF"), buff,
						player->userinfo.GetGender(), player->userinfo.GetName(),
						player->userinfo.GetName());
					StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
							1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
				}
			}
			else
			{
				if ((dmflags2 & DF2_YES_LOSEFRAG) && deathmatch)
					player->fragcount--;

				++source->player->fragcount;
				++source->player->spreecount;
				if (source->player->morphTics)
				{ // Make a super chicken
					source->GiveInventoryType (RUNTIME_CLASS(APowerWeaponLevel2));
				}
				if (deathmatch && cl_showsprees)
				{
					const char *spreemsg;
					char buff[256];

					switch (source->player->spreecount)
					{
					case 5:
						spreemsg = GStrings("SPREE5");
						break;
					case 10:
						spreemsg = GStrings("SPREE10");
						break;
					case 15:
						spreemsg = GStrings("SPREE15");
						break;
					case 20:
						spreemsg = GStrings("SPREE20");
						break;
					case 25:
						spreemsg = GStrings("SPREE25");
						break;
					default:
						spreemsg = NULL;
						break;
					}

					if (spreemsg == NULL && player->spreecount >= 5)
					{
						if (!AnnounceSpreeLoss (this))
						{
							SexMessage (GStrings("SPREEOVER"), buff, player->userinfo.GetGender(),
								player->userinfo.GetName(), source->player->userinfo.GetName());
							StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
								1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
						}
					}
					else if (spreemsg != NULL)
					{
						if (!AnnounceSpree (source))
						{
							SexMessage (spreemsg, buff, player->userinfo.GetGender(),
								player->userinfo.GetName(), source->player->userinfo.GetName());
							StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
								1.5f, 0.2f, 0, 0, CR_WHITE, 3.f, 0.5f), MAKE_ID('K','S','P','R'));
						}
					}
				}
			}

			// [RH] Multikills
			if (player != source->player)
			{
				source->player->multicount++;
				if (source->player->lastkilltime > 0)
				{
					if (source->player->lastkilltime < level.time - 3*TICRATE)
					{
						source->player->multicount = 1;
					}

					if (deathmatch &&
						source->CheckLocalView (consoleplayer) &&
						cl_showmultikills)
					{
						const char *multimsg;

						switch (source->player->multicount)
						{
						case 1:
							multimsg = NULL;
							break;
						case 2:
							multimsg = GStrings("MULTI2");
							break;
						case 3:
							multimsg = GStrings("MULTI3");
							break;
						case 4:
							multimsg = GStrings("MULTI4");
							break;
						default:
							multimsg = GStrings("MULTI5");
							break;
						}
						if (multimsg != NULL)
						{
							char buff[256];

							if (!AnnounceMultikill (source))
							{
								SexMessage (multimsg, buff, player->userinfo.GetGender(),
									player->userinfo.GetName(), source->player->userinfo.GetName());
								StatusBar->AttachMessage (new DHUDMessageFadeOut (SmallFont, buff,
									1.5f, 0.8f, 0, 0, CR_RED, 3.f, 0.5f), MAKE_ID('M','K','I','L'));
							}
						}
					}
				}
				source->player->lastkilltime = level.time;
			}

			// [RH] Implement fraglimit
			if (deathmatch && fraglimit &&
				fraglimit <= D_GetFragCount (source->player))
			{
				Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
				G_ExitLevel (0, false);
			}
		}
	}
	else if (!multiplayer && CountsAsKill())
	{
		// count all monster deaths,
		// even those caused by other monsters
		players[0].killcount++;
	}

	if (player)
	{
		// [RH] Death messages
		ClientObituary (this, inflictor, source, dmgflags);

		// Death script execution, care of Skull Tag
		FBehavior::StaticStartTypedScripts (SCRIPT_Death, this, true);

		// [RH] Force a delay between death and respawn
		player->respawn_time = level.time + TICRATE;

		//Added by MC: Respawn bots
		if (bglobal.botnum && !demoplayback)
		{
			if (player->Bot != NULL)
				player->Bot->t_respawn = (pr_botrespawn()%15)+((bglobal.botnum-1)*2)+TICRATE+1;

			//Added by MC: Discard enemies.
			for (int i = 0; i < MAXPLAYERS; i++)
			{
				if (players[i].Bot != NULL && this == players[i].Bot->enemy)
				{
					if (players[i].Bot->dest ==  players[i].Bot->enemy)
						players[i].Bot->dest = NULL;
					players[i].Bot->enemy = NULL;
				}
			}

			player->spreecount = 0;
			player->multicount = 0;
		}

		// count environment kills against you
		if (!source)
		{
			player->frags[player - players]++;
			player->fragcount--;	// [RH] Cumulative frag count
		}
						
		flags &= ~MF_SOLID;
		player->playerstate = PST_DEAD;
		P_DropWeapon (player);
		if (this == players[consoleplayer].camera && automapactive)
		{
			// don't die in auto map, switch view prior to dying
			AM_Stop ();
		}

		// [GRB] Clear extralight. When you killed yourself with weapon that
		// called A_Light1/2 before it called A_Light0, extraligh remained.
		player->extralight = 0;
	}

	// [RH] If this is the unmorphed version of another monster, destroy this
	// actor, because the morphed version is the one that will stick around in
	// the level.
	if (flags & MF_UNMORPHED)
	{
		Destroy ();
		return;
	}



	FState *diestate = NULL;
	int gibhealth = GibHealth();
	ActorFlags4 iflags4 = inflictor == NULL ? ActorFlags4::FromInt(0) : inflictor->flags4;
	bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));

	// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
	if (DamageType == NAME_Extreme)
	{
		extremelydead = true;
		DamageType = NAME_None;
	}

	// find the appropriate death state. The order is:
	//
	// 1. If damagetype is not 'none' and death is extreme, try a damage type specific extreme death state
	// 2. If no such state is found or death is not extreme try a damage type specific normal death state
	// 3. If damagetype is 'ice' and actor is a monster or player, try the generic freeze death (unless prohibited)
	// 4. If no state has been found and death is extreme, try the extreme death state
	// 5. If no such state is found or death is not extreme try the regular death state.
	// 6. If still no state has been found, destroy the actor immediately.

	if (DamageType != NAME_None)
	{
		if (extremelydead)
		{
			FName labels[] = { NAME_Death, NAME_Extreme, DamageType };
			diestate = FindState(3, labels, true);
		}
		if (diestate == NULL)
		{
			diestate = FindState (NAME_Death, DamageType, true);
			if (diestate != NULL) extremelydead = false;
		}
		if (diestate == NULL)
		{
			if (DamageType == NAME_Ice)
			{ // If an actor doesn't have an ice death, we can still give them a generic one.

				if (!deh.NoAutofreeze && !(flags4 & MF4_NOICEDEATH) && (player || (flags3 & MF3_ISMONSTER)))
				{
					diestate = FindState(NAME_GenericFreezeDeath);
					extremelydead = false;
				}
			}
		}
	}
	if (diestate == NULL)
	{
		
		// Don't pass on a damage type this actor cannot handle.
		// (most importantly, prevent barrels from passing on ice damage.)
		// Massacre must be preserved though.
		if (DamageType != NAME_Massacre)
		{
			DamageType = NAME_None;	
		}

		if (extremelydead)
		{ // Extreme death
			diestate = FindState (NAME_Death, NAME_Extreme, true);
		}
		if (diestate == NULL)
		{ // Normal death
			extremelydead = false;
			diestate = FindState (NAME_Death);
		}
	}

	if (extremelydead)
	{ 
		// We'll only get here if an actual extreme death state was used.

		// For players, mark the appropriate flag.
		if (player != NULL)
		{
			player->cheats |= CF_EXTREMELYDEAD;
		}
		// If a non-player, mark as extremely dead for the crash state.
		else if (health >= gibhealth)
		{
			health = gibhealth - 1;
		}
	}

	if (diestate != NULL)
	{
		SetState (diestate);

		if (tics > 1)
		{
			tics -= pr_killmobj() & 3;
			if (tics < 1)
				tics = 1;
		}
	}
	else
	{
		Destroy();
	}
}
Beispiel #2
0
void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
{
	// Handle possible unmorph on death
	bool wasgibbed = (health < GetGibHealth());
	AActor *realthis = NULL;
	int realstyle = 0;
	int realhealth = 0;
	if (P_MorphedDeath(this, &realthis, &realstyle, &realhealth))
	{
		if (!(realstyle & MORPH_UNDOBYDEATHSAVES))
		{
			if (wasgibbed)
			{
				int realgibhealth = realthis->GetGibHealth();
				if (realthis->health >= realgibhealth)
				{
					realthis->health = realgibhealth -1; // if morphed was gibbed, so must original be (where allowed)l
				}
			}
			realthis->Die(source, inflictor, dmgflags);
		}
		return;
	}

	// [SO] 9/2/02 -- It's rather funny to see an exploded player body with the invuln sparkle active :) 
	effects &= ~FX_RESPAWNINVUL;
	//flags &= ~MF_INVINCIBLE;

	if (debugfile && this->player)
	{
		static int dieticks[MAXPLAYERS]; // [ZzZombo] not used? Except if for peeking in debugger...
		int pnum = int(this->player-players);
		dieticks[pnum] = gametic;
		fprintf (debugfile, "died (%d) on tic %d (%s)\n", pnum, gametic,
		this->player->cheats&CF_PREDICTING?"predicting":"real");
	}

	// [RH] Notify this actor's items.
	for (AInventory *item = Inventory; item != NULL; )
	{
		AInventory *next = item->Inventory;
		item->OwnerDied();
		item = next;
	}

	if (flags & MF_MISSILE)
	{ // [RH] When missiles die, they just explode
		P_ExplodeMissile (this, NULL, NULL);
		return;
	}
	// [RH] Set the target to the thing that killed it. Strife apparently does this.
	if (source != NULL)
	{
		target = source;
	}

	flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
	if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
	flags |= MF_DROPOFF;
	if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
	{	// [RH] Only monsters get to be corpses.
		// Objects with a raise state should get the flag as well so they can
		// be revived by an Arch-Vile. Batman Doom needs this.
		// [RC] And disable this if DONTCORPSE is set, of course.
		if(!(flags6 & MF6_DONTCORPSE)) flags |= MF_CORPSE;
	}
	flags6 |= MF6_KILLED;

	// [RH] Allow the death height to be overridden using metadata.
	fixed_t metaheight = -1;
	if (DamageType == NAME_Fire)
	{
		metaheight = GetClass()->BurnHeight;
	}
	if (metaheight < 0)
	{
		metaheight = GetClass()->DeathHeight;
	}
	if (metaheight < 0)
	{
		height >>= 2;
	}