in doom_py/src/vizdoom/src/p_interaction.cpp [330:761]
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--;
if (this->IsTeammate(source))
{
source->player->fragcount--;
}
else
{
++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();
}
}