static void DestroyObject( TObject *o, const int flags, const int playerUID, const int uid) { o->Health = 0; const Vec2i realPos = Vec2iNew(o->tileItem.x, o->tileItem.y); if (!gCampaign.IsClient) { // Update objective UpdateMissionObjective(&gMission, o->tileItem.flags, OBJECTIVE_DESTROY); // Extra score if objective if ((o->tileItem.flags & TILEITEM_OBJECTIVE) && playerUID >= 0) { GameEvent e = GameEventNew(GAME_EVENT_SCORE); e.u.Score.PlayerUID = playerUID; e.u.Score.Score = OBJECT_SCORE; GameEventsEnqueue(&gGameEvents, e); } // Weapons that go off when this object is destroyed const Vec2i fullPos = Vec2iReal2Full(realPos); for (int i = 0; i < (int)o->Class->DestroyGuns.size; i++) { const GunDescription **g = CArrayGet(&o->Class->DestroyGuns, i); GunFire(*g, fullPos, 0, 0, flags, playerUID, uid, true, false); } // A wreck left after the destruction of this object // TODO: doesn't need to be network event GameEvent e = GameEventNew(GAME_EVENT_ADD_BULLET); e.u.AddBullet.UID = MobObjsObjsGetNextUID(); strcpy(e.u.AddBullet.BulletClass, "fireball_wreck"); e.u.AddBullet.MuzzlePos = Vec2i2Net(fullPos); e.u.AddBullet.MuzzleHeight = 0; e.u.AddBullet.Angle = 0; e.u.AddBullet.Elevation = 0; e.u.AddBullet.Flags = 0; e.u.AddBullet.PlayerUID = -1; e.u.AddBullet.ActorUID = -1; GameEventsEnqueue(&gGameEvents, e); } SoundPlayAt(&gSoundDevice, gSoundDevice.wreckSound, realPos); // Turn the object into a wreck, if available if (o->Class->Wreck.Pic) { o->tileItem.flags = TILEITEM_IS_WRECK; } else { ObjDestroy(o->tileItem.id); } // Update pathfinding cache since this object could have blocked a path // before PathCacheClear(&gPathCache); }
static void Action(TAction * a) { TWatch *t; TCondition *c; for (;;) { switch (a->action) { case ACTION_NULL: return; case ACTION_SOUND: SoundPlayAt(a->tileFlags, a->x, a->y); break; case ACTION_SETTRIGGER: Map(a->x, a->y).flags |= TILE_TRIGGER; break; case ACTION_CLEARTRIGGER: Map(a->x, a->y).flags &= ~TILE_TRIGGER; break; case ACTION_CHANGETILE: Map(a->x, a->y).flags = a->tileFlags; Map(a->x, a->y).pic = a->tilePic; break; case ACTION_SETTIMEDWATCH: t = FindWatch(a->x); if (t) { c = t->conditions; while (c && c->condition != CONDITION_NULL) { if (c->condition == CONDITION_TIMEDDELAY) { c->x = a->y; break; } c++; } ActivateWatch(t->index); } break; case ACTION_ACTIVATEWATCH: ActivateWatch(a->x); break; case ACTION_DEACTIVATEWATCH: DeactivateWatch(a->x); break; } a++; } }
void GunAddBullets( const GunDescription *g, const Vec2i fullPos, const int z, const double radians, const int flags, const int player, const int uid, const bool playSound) { // Add bullets if (g->Bullet) { // Find the starting angle of the spread (clockwise) // Keep in mind the fencepost problem, i.e. spread of 3 means a // total spread angle of 2x width const double spreadStartAngle = g->AngleOffset - (g->Spread.Count - 1) * g->Spread.Width / 2; for (int i = 0; i < g->Spread.Count; i++) { const double recoil = ((double)rand() / RAND_MAX * g->Recoil) - g->Recoil / 2; const double finalAngle = radians + spreadStartAngle + i * g->Spread.Width + recoil; GameEvent e = GameEventNew(GAME_EVENT_ADD_BULLET); strcpy(e.u.AddBullet.BulletClass, g->Bullet->Name); e.u.AddBullet.MuzzlePos = Vec2i2Net(fullPos); e.u.AddBullet.MuzzleHeight = z; e.u.AddBullet.Angle = (float)finalAngle; e.u.AddBullet.Elevation = RAND_INT(g->ElevationLow, g->ElevationHigh); e.u.AddBullet.Flags = flags; e.u.AddBullet.PlayerIndex = player; e.u.AddBullet.UID = uid; GameEventsEnqueue(&gGameEvents, e); } } // Add muzzle flash if (GunHasMuzzle(g)) { GameEvent e = GameEventNew(GAME_EVENT_ADD_PARTICLE); e.u.AddParticle.Class = g->MuzzleFlash; e.u.AddParticle.FullPos = fullPos; e.u.AddParticle.Z = z; e.u.AddParticle.Angle = radians; GameEventsEnqueue(&gGameEvents, e); } // Sound if (playSound && g->Sound) { SoundPlayAt(&gSoundDevice, g->Sound, Vec2iFull2Real(fullPos)); } // Screen shake if (g->ShakeAmount > 0) { GameEvent shake = GameEventNew(GAME_EVENT_SCREEN_SHAKE); shake.u.ShakeAmount = g->ShakeAmount; GameEventsEnqueue(&gGameEvents, shake); } }
static void ActionRun(Action *a, CArray *mapTriggers) { int i; switch (a->action) { case ACTION_NULL: return; case ACTION_SOUND: SoundPlayAt(&gSoundDevice, a->a.Sound, a->u.pos); break; case ACTION_SETTRIGGER: for (i = 0; i < (int)mapTriggers->size; i++) { Trigger *tr = *(Trigger **)CArrayGet(mapTriggers, i); if (tr->id == a->u.index) { tr->isActive = 1; break; } } break; case ACTION_CLEARTRIGGER: for (i = 0; i < (int)mapTriggers->size; i++) { Trigger *tr = *(Trigger **)CArrayGet(mapTriggers, i); if (tr->id == a->u.index) { tr->isActive = 0; break; } } break; case ACTION_CHANGETILE: { Tile *t= MapGetTile(&gMap, a->u.pos); t->flags = a->a.tileFlags; t->pic = a->tilePic; t->picAlt = a->tilePicAlt; } break; case ACTION_ACTIVATEWATCH: ActivateWatch(a->u.index); break; case ACTION_DEACTIVATEWATCH: DeactivateWatch(a->u.index); break; } }
void PlayHitSound(const HitSounds *h, const HitType t, const Vec2i realPos) { switch (t) { case HIT_NONE: // Do nothing break; case HIT_WALL: SoundPlayAt(&gSoundDevice, StrSound(h->Wall), realPos); break; case HIT_OBJECT: SoundPlayAt(&gSoundDevice, StrSound(h->Object), realPos); break; case HIT_FLESH: SoundPlayAt(&gSoundDevice, StrSound(h->Flesh), realPos); break; default: CASSERT(false, "unknown hit type") break; } }
static void HandleGameEvent( GameEvent *e, HUD *hud, ScreenShake *shake, HealthPickups *hp, EventHandlers *eventHandlers) { switch (e->Type) { case GAME_EVENT_SCORE: Score(&gPlayerDatas[e->u.Score.PlayerIndex], e->u.Score.Score); HUDAddScoreUpdate(hud, e->u.Score.PlayerIndex, e->u.Score.Score); break; case GAME_EVENT_SOUND_AT: if (e->u.SoundAt.Sound) { SoundPlayAt( &gSoundDevice, e->u.SoundAt.Sound, e->u.SoundAt.Pos); } break; case GAME_EVENT_SCREEN_SHAKE: *shake = ScreenShakeAdd( *shake, e->u.ShakeAmount, gConfig.Graphics.ShakeMultiplier); break; case GAME_EVENT_SET_MESSAGE: HUDDisplayMessage( hud, e->u.SetMessage.Message, e->u.SetMessage.Ticks); break; case GAME_EVENT_GAME_START: if (eventHandlers->netInput.channel.state == CHANNEL_STATE_CONNECTED) { NetInputSendMsg( &eventHandlers->netInput, SERVER_MSG_GAME_START); } break; case GAME_EVENT_ADD_HEALTH_PICKUP: MapPlaceHealth(e->u.AddPos); break; case GAME_EVENT_TAKE_HEALTH_PICKUP: if (IsPlayerAlive(e->u.PickupPlayer)) { TActor *player = CArrayGet( &gActors, gPlayerIds[e->u.PickupPlayer]); ActorHeal(player, HEALTH_PICKUP_HEAL_AMOUNT); HealthPickupsRemoveOne(hp); HUDAddHealthUpdate( hud, e->u.PickupPlayer, HEALTH_PICKUP_HEAL_AMOUNT); } break; case GAME_EVENT_MOBILE_OBJECT_REMOVE: MobObjDestroy(e->u.MobileObjectRemoveId); break; case GAME_EVENT_ADD_BULLET: BulletAdd( e->u.AddBullet.Bullet, e->u.AddBullet.MuzzlePos, e->u.AddBullet.MuzzleHeight, e->u.AddBullet.Angle, e->u.AddBullet.Direction, e->u.AddBullet.Flags, e->u.AddBullet.PlayerIndex); break; case GAME_EVENT_ADD_MUZZLE_FLASH: AddMuzzleFlash( e->u.AddMuzzleFlash.FullPos, e->u.AddMuzzleFlash.MuzzleHeight, e->u.AddMuzzleFlash.Sprites, e->u.AddMuzzleFlash.Direction, e->u.AddMuzzleFlash.Color, e->u.AddMuzzleFlash.Duration); break; case GAME_EVENT_ADD_FIREBALL: AddFireball(e->u.AddFireball); break; case GAME_EVENT_HIT_CHARACTER: HitCharacter( e->u.HitCharacter.Flags, e->u.HitCharacter.PlayerIndex, CArrayGet(&gActors, e->u.HitCharacter.TargetId), e->u.HitCharacter.Special, e->u.HitCharacter.HasHitSound); break; case GAME_EVENT_ACTOR_IMPULSE: { TActor *a = CArrayGet(&gActors, e->u.ActorImpulse.Id); a->Vel = Vec2iAdd(a->Vel, e->u.ActorImpulse.Vel); } break; case GAME_EVENT_DAMAGE_CHARACTER: DamageCharacter( e->u.DamageCharacter.Power, e->u.DamageCharacter.PlayerIndex, CArrayGet(&gActors, e->u.DamageCharacter.TargetId)); if (e->u.DamageCharacter.Power != 0) { HUDAddHealthUpdate( hud, e->u.DamageCharacter.TargetPlayerIndex, -e->u.DamageCharacter.Power); } break; case GAME_EVENT_TRIGGER: { const Tile *t = MapGetTile(&gMap, e->u.Trigger.TilePos); for (int i = 0; i < (int)t->triggers.size; i++) { Trigger **tp = CArrayGet(&t->triggers, i); if ((*tp)->id == e->u.Trigger.Id) { TriggerActivate(*tp, &gMap.triggers); break; } } } break; case GAME_EVENT_UPDATE_OBJECTIVE: { struct Objective *o = CArrayGet( &gMission.Objectives, e->u.UpdateObjective.ObjectiveIndex); o->done += e->u.UpdateObjective.Update; MissionObjective *mo = CArrayGet( &gMission.missionData->Objectives, e->u.UpdateObjective.ObjectiveIndex); switch (mo->Type) { case OBJECTIVE_COLLECT: { GameEvent e1; e1.Type = GAME_EVENT_SCORE; e1.u.Score.PlayerIndex = e->u.UpdateObjective.PlayerIndex; e1.u.Score.Score = PICKUP_SCORE; HandleGameEvent(&e1, hud, shake, hp, eventHandlers); } break; case OBJECTIVE_DESTROY: { GameEvent e1; e1.Type = GAME_EVENT_SCORE; e1.u.Score.PlayerIndex = e->u.UpdateObjective.PlayerIndex; e1.u.Score.Score = OBJECT_SCORE; HandleGameEvent(&e1, hud, shake, hp, eventHandlers); } break; default: // No other special objective handling break; } // Display a text update effect for the objective HUDAddObjectiveUpdate( hud, e->u.UpdateObjective.ObjectiveIndex, e->u.UpdateObjective.Update); MissionSetMessageIfComplete(&gMission); } break; case GAME_EVENT_MISSION_COMPLETE: HUDDisplayMessage(hud, "Mission complete", -1); hud->showExit = true; MapShowExitArea(&gMap); break; case GAME_EVENT_MISSION_INCOMPLETE: gMission.state = MISSION_STATE_PLAY; break; case GAME_EVENT_MISSION_PICKUP: gMission.state = MISSION_STATE_PICKUP; gMission.pickupTime = gMission.time; SoundPlay(&gSoundDevice, StrSound("whistle")); break; case GAME_EVENT_MISSION_END: gMission.isDone = true; break; default: assert(0 && "unknown game event"); break; } }
bool UpdateBullet(TMobileObject *obj, const int ticks) { obj->count += ticks; obj->soundLock = MAX(0, obj->soundLock - ticks); obj->specialLock = MAX(0, obj->specialLock - ticks); if (obj->count < obj->bulletClass->Delay) { return true; } if (obj->range >= 0 && obj->count > obj->range) { if (!gCampaign.IsClient) { FireGuns(obj, &obj->bulletClass->OutOfRangeGuns); } return false; } const Vec2i objPos = Vec2iNew(obj->x, obj->y); if (obj->bulletClass->SeekFactor > 0) { // Find the closest target to this bullet and steer towards it const TActor *owner = ActorGetByUID(obj->ActorUID); if (owner == NULL) { return false; } const TActor *target = AIGetClosestEnemy(objPos, owner, obj->flags); if (target && !target->dead) { for (int i = 0; i < ticks; i++) { obj->vel = SeekTowards( objPos, obj->vel, obj->bulletClass->SpeedLow, target->Pos, obj->bulletClass->SeekFactor); } } } Vec2i pos = Vec2iScale(Vec2iAdd(objPos, obj->vel), ticks); HitType hitItem = HIT_NONE; if (!gCampaign.IsClient) { hitItem = HitItem(obj, pos, obj->bulletClass->Persists); } const Vec2i realPos = Vec2iFull2Real(pos); // Falling (grenades) if (obj->bulletClass->Falling.GravityFactor != 0) { bool hasDropped = obj->z <= 0; for (int i = 0; i < ticks; i++) { obj->z += obj->dz; if (obj->z <= 0) { obj->z = 0; if (obj->bulletClass->Falling.Bounces) { obj->dz = -obj->dz / 2; } else { obj->dz = 0; } if (!hasDropped) { if (!gCampaign.IsClient) { FireGuns(obj, &obj->bulletClass->Falling.DropGuns); } } hasDropped = true; if (obj->bulletClass->Falling.DestroyOnDrop) { return false; } SoundPlayAt( &gSoundDevice, StrSound(obj->bulletClass->HitSound.Wall), realPos); } else { obj->dz -= obj->bulletClass->Falling.GravityFactor; } if (!obj->bulletClass->Falling.FallsDown) { obj->dz = MAX(0, obj->dz); } } } // Friction const bool isDiagonal = obj->vel.x != 0 && obj->vel.y != 0; int frictionComponent = isDiagonal ? (int)round(obj->bulletClass->Friction / sqrt(2)) : obj->bulletClass->Friction; for (int i = 0; i < ticks; i++) { if (obj->vel.x > 0) { obj->vel.x -= frictionComponent; } else if (obj->vel.x < 0) { obj->vel.x += frictionComponent; } if (obj->vel.y > 0) { obj->vel.y -= frictionComponent; } else if (obj->vel.y < 0) { obj->vel.y += frictionComponent; } } bool hitWall = false; if (!gCampaign.IsClient && hitItem == HIT_NONE) { hitWall = MapIsRealPosIn(&gMap, realPos) && ShootWall(realPos.x, realPos.y); } if (hitWall || hitItem != HIT_NONE) { GameEvent b = GameEventNew(GAME_EVENT_BULLET_BOUNCE); b.u.BulletBounce.UID = obj->UID; if (hitWall && !Vec2iIsZero(obj->vel)) { b.u.BulletBounce.HitType = (int)HIT_WALL; } else { b.u.BulletBounce.HitType = (int)hitItem; } bool alive = true; if ((hitWall && !obj->bulletClass->WallBounces) || ((hitItem != HIT_NONE) && obj->bulletClass->HitsObjects)) { b.u.BulletBounce.Spark = true; CASSERT(!gCampaign.IsClient, "Cannot process bounces as client"); FireGuns(obj, &obj->bulletClass->HitGuns); if (hitWall || !obj->bulletClass->Persists) { alive = false; } } b.u.BulletBounce.BouncePos = Vec2i2Net(pos); b.u.BulletBounce.BounceVel = Vec2i2Net(obj->vel); if (hitWall && !Vec2iIsZero(obj->vel)) { // Bouncing Vec2i bounceVel = obj->vel; pos = GetWallBounceFullPos(objPos, pos, &bounceVel); b.u.BulletBounce.BouncePos = Vec2i2Net(pos); b.u.BulletBounce.BounceVel = Vec2i2Net(bounceVel); obj->vel = bounceVel; } GameEventsEnqueue(&gGameEvents, b); if (!alive) { return false; } } if (!MapTryMoveTileItem(&gMap, &obj->tileItem, realPos)) { obj->count = obj->range; return false; } obj->x = pos.x; obj->y = pos.y; if (obj->bulletClass->Erratic) { for (int i = 0; i < ticks; i++) { obj->vel.x += ((rand() % 3) - 1) * 128; obj->vel.y += ((rand() % 3) - 1) * 128; } } // Proximity function, destroy // Only check proximity every now and then if (obj->bulletClass->ProximityGuns.size > 0 && !(obj->count & 3)) { if (!gCampaign.IsClient) { // Detonate the mine if there are characters in the tiles around it const Vec2i tv = Vec2iToTile(Vec2iFull2Real(pos)); Vec2i dv; for (dv.y = -1; dv.y <= 1; dv.y++) { for (dv.x = -1; dv.x <= 1; dv.x++) { const Vec2i dtv = Vec2iAdd(tv, dv); if (!MapIsTileIn(&gMap, dtv)) { continue; } if (TileHasCharacter(MapGetTile(&gMap, dtv))) { FireGuns(obj, &obj->bulletClass->ProximityGuns); return false; } } } } } return true; }
static void DamageObject( const int power, const int flags, const int player, const int uid, TTileItem *target) { TObject *object = CArrayGet(&gObjs, target->id); // Don't bother if object already destroyed if (object->structure <= 0) { return; } object->structure -= power; const Vec2i pos = Vec2iNew(target->x, target->y); // Destroying objects and all the wonderful things that happen if (object->structure <= 0) { object->structure = 0; UpdateMissionObjective( &gMission, object->tileItem.flags, OBJECTIVE_DESTROY, player, pos); if (object->flags & OBJFLAG_QUAKE) { GameEvent shake; shake.Type = GAME_EVENT_SCREEN_SHAKE; shake.u.ShakeAmount = SHAKE_BIG_AMOUNT; GameEventsEnqueue(&gGameEvents, shake); } const Vec2i fullPos = Vec2iReal2Full( Vec2iNew(object->tileItem.x, object->tileItem.y)); if (object->flags & OBJFLAG_EXPLOSIVE) { GunAddBullets( StrGunDescription("explosion1"), fullPos, 0, 0, flags, player, uid, true); GunAddBullets( StrGunDescription("explosion2"), fullPos, 0, 0, flags, player, uid, true); GunAddBullets( StrGunDescription("explosion3"), fullPos, 0, 0, flags, player, uid, true); } else if (object->flags & OBJFLAG_FLAMMABLE) { GunAddBullets( StrGunDescription("fire_explosion"), fullPos, 0, 0, flags, player, uid, true); } else if (object->flags & OBJFLAG_POISONOUS) { GunAddBullets( StrGunDescription("gas_poison_explosion"), fullPos, 0, 0, flags, player, uid, true); } else if (object->flags & OBJFLAG_CONFUSING) { GunAddBullets( StrGunDescription("gas_confuse_explosion"), fullPos, 0, 0, flags, player, uid, true); } else { // A wreck left after the destruction of this object GameEvent e; memset(&e, 0, sizeof e); e.Type = GAME_EVENT_ADD_BULLET; e.u.AddBullet.BulletClass = StrBulletClass("fireball_wreck"); e.u.AddBullet.MuzzlePos = fullPos; e.u.AddBullet.MuzzleHeight = 0; e.u.AddBullet.Angle = 0; e.u.AddBullet.Elevation = 0; e.u.AddBullet.Flags = 0; e.u.AddBullet.PlayerIndex = -1; e.u.AddBullet.UID = -1; GameEventsEnqueue(&gGameEvents, e); SoundPlayAt( &gSoundDevice, gSoundDevice.wreckSound, Vec2iNew(object->tileItem.x, object->tileItem.y)); } if (object->wreckedPic) { object->tileItem.flags = TILEITEM_IS_WRECK; object->pic = object->wreckedPic; object->picName = ""; } else { ObjDestroy(object->tileItem.id); } } }
static void HandleGameEvent( const GameEvent e, Camera *camera, PowerupSpawner *healthSpawner, CArray *ammoSpawners) { switch (e.Type) { case GAME_EVENT_PLAYER_DATA: PlayerDataAddOrUpdate(e.u.PlayerData); break; case GAME_EVENT_TILE_SET: { Tile *t = MapGetTile(&gMap, Net2Vec2i(e.u.TileSet.Pos)); t->flags = e.u.TileSet.Flags; t->pic = PicManagerGetNamedPic( &gPicManager, e.u.TileSet.PicName); t->picAlt = PicManagerGetNamedPic( &gPicManager, e.u.TileSet.PicAltName); } break; case GAME_EVENT_MAP_OBJECT_ADD: ObjAdd(e.u.MapObjectAdd); break; case GAME_EVENT_MAP_OBJECT_DAMAGE: DamageObject(e.u.MapObjectDamage); break; case GAME_EVENT_SCORE: { PlayerData *p = PlayerDataGetByUID(e.u.Score.PlayerUID); PlayerScore(p, e.u.Score.Score); HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_SCORE, e.u.Score.PlayerUID, e.u.Score.Score); } break; case GAME_EVENT_SOUND_AT: if (!e.u.SoundAt.IsHit || ConfigGetBool(&gConfig, "Sound.Hits")) { SoundPlayAt( &gSoundDevice, StrSound(e.u.SoundAt.Sound), Net2Vec2i(e.u.SoundAt.Pos)); } break; case GAME_EVENT_SCREEN_SHAKE: camera->shake = ScreenShakeAdd( camera->shake, e.u.ShakeAmount, ConfigGetInt(&gConfig, "Graphics.ShakeMultiplier")); break; case GAME_EVENT_SET_MESSAGE: HUDDisplayMessage( &camera->HUD, e.u.SetMessage.Message, e.u.SetMessage.Ticks); break; case GAME_EVENT_GAME_START: gMission.HasStarted = true; break; case GAME_EVENT_ACTOR_ADD: ActorAdd(e.u.ActorAdd); break; case GAME_EVENT_ACTOR_MOVE: ActorMove(e.u.ActorMove); break; case GAME_EVENT_ACTOR_STATE: { TActor *a = ActorGetByUID(e.u.ActorState.UID); if (!a->isInUse) break; ActorSetState(a, (ActorAnimation)e.u.ActorState.State); } break; case GAME_EVENT_ACTOR_DIR: { TActor *a = ActorGetByUID(e.u.ActorDir.UID); if (!a->isInUse) break; a->direction = (direction_e)e.u.ActorDir.Dir; } break; case GAME_EVENT_ACTOR_SLIDE: { TActor *a = ActorGetByUID(e.u.ActorSlide.UID); if (!a->isInUse) break; a->Vel = Net2Vec2i(e.u.ActorSlide.Vel); // Slide sound if (ConfigGetBool(&gConfig, "Sound.Footsteps")) { SoundPlayAt( &gSoundDevice, gSoundDevice.slideSound, Vec2iNew(a->tileItem.x, a->tileItem.y)); } } break; case GAME_EVENT_ACTOR_IMPULSE: { TActor *a = ActorGetByUID(e.u.ActorImpulse.UID); if (!a->isInUse) break; a->Vel = Vec2iAdd(a->Vel, Net2Vec2i(e.u.ActorImpulse.Vel)); const Vec2i pos = Net2Vec2i(e.u.ActorImpulse.Pos); if (!Vec2iIsZero(pos)) { a->Pos = pos; } } break; case GAME_EVENT_ACTOR_SWITCH_GUN: ActorSwitchGun(e.u.ActorSwitchGun); break; case GAME_EVENT_ACTOR_PICKUP_ALL: { TActor *a = ActorGetByUID(e.u.ActorPickupAll.UID); if (!a->isInUse) break; a->PickupAll = e.u.ActorPickupAll.PickupAll; } break; case GAME_EVENT_ACTOR_REPLACE_GUN: ActorReplaceGun(e.u.ActorReplaceGun); break; case GAME_EVENT_ACTOR_HEAL: { TActor *a = ActorGetByUID(e.u.Heal.UID); if (!a->isInUse || a->dead) break; ActorHeal(a, e.u.Heal.Amount); // Sound of healing SoundPlayAt( &gSoundDevice, gSoundDevice.healthSound, Vec2iFull2Real(a->Pos)); // Tell the spawner that we took a health so we can // spawn more (but only if we're the server) if (e.u.Heal.IsRandomSpawned && !gCampaign.IsClient) { PowerupSpawnerRemoveOne(healthSpawner); } if (e.u.Heal.PlayerUID >= 0) { HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_HEALTH, e.u.Heal.PlayerUID, e.u.Heal.Amount); } } break; case GAME_EVENT_ACTOR_ADD_AMMO: { TActor *a = ActorGetByUID(e.u.AddAmmo.UID); if (!a->isInUse || a->dead) break; ActorAddAmmo(a, e.u.AddAmmo.AmmoId, e.u.AddAmmo.Amount); // Tell the spawner that we took ammo so we can // spawn more (but only if we're the server) if (e.u.AddAmmo.IsRandomSpawned && !gCampaign.IsClient) { PowerupSpawnerRemoveOne( CArrayGet(ammoSpawners, e.u.AddAmmo.AmmoId)); } if (e.u.AddAmmo.PlayerUID >= 0) { HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_AMMO, e.u.AddAmmo.PlayerUID, e.u.AddAmmo.Amount); } } break; case GAME_EVENT_ACTOR_USE_AMMO: { TActor *a = ActorGetByUID(e.u.UseAmmo.UID); if (!a->isInUse || a->dead) break; ActorAddAmmo(a, e.u.UseAmmo.AmmoId, -(int)e.u.UseAmmo.Amount); if (e.u.UseAmmo.PlayerUID >= 0) { HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_AMMO, e.u.UseAmmo.PlayerUID, -(int)e.u.UseAmmo.Amount); } } break; case GAME_EVENT_ACTOR_DIE: { TActor *a = ActorGetByUID(e.u.ActorDie.UID); // Check if the player has lives to revive PlayerData *p = PlayerDataGetByUID(a->PlayerUID); if (p != NULL) { p->Lives--; CASSERT(p->Lives >= 0, "Player has died too many times"); if (p->Lives > 0 && !gCampaign.IsClient) { // Find the closest player alive; try to spawn next to that position // if no other suitable position exists Vec2i defaultSpawnPosition = Vec2iZero(); const TActor *closestActor = AIGetClosestPlayer(a->Pos); if (closestActor != NULL) defaultSpawnPosition = closestActor->Pos; PlacePlayer(&gMap, p, defaultSpawnPosition, false); } } ActorDestroy(a); } break; case GAME_EVENT_ACTOR_MELEE: { const TActor *a = ActorGetByUID(e.u.Melee.UID); if (!a->isInUse) break; const BulletClass *b = StrBulletClass(e.u.Melee.BulletClass); if ((HitType)e.u.Melee.HitType != HIT_NONE && HasHitSound(b->Power, a->flags, a->PlayerUID, (TileItemKind)e.u.Melee.TargetKind, e.u.Melee.TargetUID, SPECIAL_NONE, false)) { PlayHitSound( &b->HitSound, (HitType)e.u.Melee.HitType, Vec2iFull2Real(a->Pos)); } if (!gCampaign.IsClient) { Damage( Vec2iZero(), b->Power, a->flags, a->PlayerUID, a->uid, (TileItemKind)e.u.Melee.TargetKind, e.u.Melee.TargetUID, SPECIAL_NONE); } } break; case GAME_EVENT_ADD_PICKUP: PickupAdd(e.u.AddPickup); // Play a spawn sound SoundPlayAt( &gSoundDevice, StrSound("spawn_item"), Net2Vec2i(e.u.AddPickup.Pos)); break; case GAME_EVENT_REMOVE_PICKUP: PickupDestroy(e.u.RemovePickup.UID); if (e.u.RemovePickup.SpawnerUID >= 0) { TObject *o = ObjGetByUID(e.u.RemovePickup.SpawnerUID); o->counter = AMMO_SPAWNER_RESPAWN_TICKS; } break; case GAME_EVENT_BULLET_BOUNCE: { TMobileObject *o = MobObjGetByUID(e.u.BulletBounce.UID); if (o == NULL || !o->isInUse) break; const Vec2i pos = Net2Vec2i(e.u.BulletBounce.BouncePos); PlayHitSound( &o->bulletClass->HitSound, (HitType)e.u.BulletBounce.HitType, Vec2iFull2Real(pos)); if (e.u.BulletBounce.Spark && o->bulletClass->Spark != NULL) { GameEvent s = GameEventNew(GAME_EVENT_ADD_PARTICLE); s.u.AddParticle.Class = o->bulletClass->Spark; s.u.AddParticle.FullPos = pos; s.u.AddParticle.Z = o->z; GameEventsEnqueue(&gGameEvents, s); } o->x = pos.x; o->y = pos.y; o->vel = Net2Vec2i(e.u.BulletBounce.BounceVel); } break; case GAME_EVENT_REMOVE_BULLET: { TMobileObject *o = MobObjGetByUID(e.u.RemoveBullet.UID); if (o == NULL || !o->isInUse) break; MobObjDestroy(o); } break; case GAME_EVENT_PARTICLE_REMOVE: ParticleDestroy(&gParticles, e.u.ParticleRemoveId); break; case GAME_EVENT_GUN_FIRE: { const GunDescription *g = StrGunDescription(e.u.GunFire.Gun); const Vec2i fullPos = Net2Vec2i(e.u.GunFire.MuzzleFullPos); // Add bullets if (g->Bullet && !gCampaign.IsClient) { // Find the starting angle of the spread (clockwise) // Keep in mind the fencepost problem, i.e. spread of 3 means a // total spread angle of 2x width const double spreadStartAngle = g->AngleOffset - (g->Spread.Count - 1) * g->Spread.Width / 2; for (int i = 0; i < g->Spread.Count; i++) { const double recoil = ((double)rand() / RAND_MAX * g->Recoil) - g->Recoil / 2; const double finalAngle = e.u.GunFire.Angle + spreadStartAngle + i * g->Spread.Width + recoil; GameEvent ab = GameEventNew(GAME_EVENT_ADD_BULLET); ab.u.AddBullet.UID = MobObjsObjsGetNextUID(); strcpy(ab.u.AddBullet.BulletClass, g->Bullet->Name); ab.u.AddBullet.MuzzlePos = Vec2i2Net(fullPos); ab.u.AddBullet.MuzzleHeight = e.u.GunFire.Z; ab.u.AddBullet.Angle = (float)finalAngle; ab.u.AddBullet.Elevation = RAND_INT(g->ElevationLow, g->ElevationHigh); ab.u.AddBullet.Flags = e.u.GunFire.Flags; ab.u.AddBullet.PlayerUID = e.u.GunFire.PlayerUID; ab.u.AddBullet.ActorUID = e.u.GunFire.UID; GameEventsEnqueue(&gGameEvents, ab); } } // Add muzzle flash if (GunHasMuzzle(g)) { GameEvent ap = GameEventNew(GAME_EVENT_ADD_PARTICLE); ap.u.AddParticle.Class = g->MuzzleFlash; ap.u.AddParticle.FullPos = fullPos; ap.u.AddParticle.Z = e.u.GunFire.Z; ap.u.AddParticle.Angle = e.u.GunFire.Angle; GameEventsEnqueue(&gGameEvents, ap); } // Sound if (e.u.GunFire.Sound && g->Sound) { SoundPlayAt(&gSoundDevice, g->Sound, Vec2iFull2Real(fullPos)); } // Screen shake if (g->ShakeAmount > 0) { GameEvent s = GameEventNew(GAME_EVENT_SCREEN_SHAKE); s.u.ShakeAmount = g->ShakeAmount; GameEventsEnqueue(&gGameEvents, s); } // Brass shells // If we have a reload lead, defer the creation of shells until then if (g->Brass && g->ReloadLead == 0) { const direction_e d = RadiansToDirection(e.u.GunFire.Angle); const Vec2i muzzleOffset = GunGetMuzzleOffset(g, d); GunAddBrass(g, d, Vec2iMinus(fullPos, muzzleOffset)); } } break; case GAME_EVENT_GUN_RELOAD: { const GunDescription *g = StrGunDescription(e.u.GunReload.Gun); const Vec2i fullPos = Net2Vec2i(e.u.GunReload.FullPos); SoundPlayAtPlusDistance( &gSoundDevice, g->ReloadSound, Vec2iFull2Real(fullPos), RELOAD_DISTANCE_PLUS); // Brass shells if (g->Brass) { GunAddBrass(g, (direction_e)e.u.GunReload.Direction, fullPos); } } break; case GAME_EVENT_GUN_STATE: { const TActor *a = ActorGetByUID(e.u.GunState.ActorUID); if (!a->isInUse) break; WeaponSetState(ActorGetGun(a), (gunstate_e)e.u.GunState.State); } break; case GAME_EVENT_ADD_BULLET: BulletAdd(e.u.AddBullet); break; case GAME_EVENT_ADD_PARTICLE: ParticleAdd(&gParticles, e.u.AddParticle); break; case GAME_EVENT_ACTOR_HIT: { TActor *a = ActorGetByUID(e.u.ActorHit.UID); if (!a->isInUse) break; ActorTakeHit(a, e.u.ActorHit.Special); if (e.u.ActorHit.Power > 0) { DamageActor( a, e.u.ActorHit.Power, e.u.ActorHit.HitterPlayerUID); if (e.u.ActorHit.PlayerUID >= 0) { HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_HEALTH, e.u.ActorHit.PlayerUID, -e.u.ActorHit.Power); } AddBloodSplatter( a->Pos, e.u.ActorHit.Power, Net2Vec2i(e.u.ActorHit.Vel)); } } break; case GAME_EVENT_TRIGGER: { const Tile *t = MapGetTile(&gMap, Net2Vec2i(e.u.TriggerEvent.Tile)); CA_FOREACH(Trigger *, tp, t->triggers) if ((*tp)->id == (int)e.u.TriggerEvent.ID) { TriggerActivate(*tp, &gMap.triggers); break; } CA_FOREACH_END() } break; case GAME_EVENT_EXPLORE_TILES: // Process runs of explored tiles for (int i = 0; i < (int)e.u.ExploreTiles.Runs_count; i++) { Vec2i tile = Net2Vec2i(e.u.ExploreTiles.Runs[i].Tile); for (int j = 0; j < e.u.ExploreTiles.Runs[i].Run; j++) { MapMarkAsVisited(&gMap, tile); tile.x++; if (tile.x == gMap.Size.x) { tile.x = 0; tile.y++; } } } break; case GAME_EVENT_RESCUE_CHARACTER: { TActor *a = ActorGetByUID(e.u.Rescue.UID); if (!a->isInUse) break; a->flags &= ~FLAGS_PRISONER; SoundPlayAt( &gSoundDevice, StrSound("rescue"), Vec2iFull2Real(a->Pos)); } break; case GAME_EVENT_OBJECTIVE_UPDATE: { ObjectiveDef *o = CArrayGet( &gMission.Objectives, e.u.ObjectiveUpdate.ObjectiveId); o->done += e.u.ObjectiveUpdate.Count; // Display a text update effect for the objective HUDAddUpdate( &camera->HUD, NUMBER_UPDATE_OBJECTIVE, e.u.ObjectiveUpdate.ObjectiveId, e.u.ObjectiveUpdate.Count); MissionSetMessageIfComplete(&gMission); } break; case GAME_EVENT_ADD_KEYS: gMission.KeyFlags |= e.u.AddKeys.KeyFlags; SoundPlayAt( &gSoundDevice, gSoundDevice.keySound, Net2Vec2i(e.u.AddKeys.Pos)); // Clear cache since we may now have new paths PathCacheClear(&gPathCache); break; case GAME_EVENT_MISSION_COMPLETE: if (e.u.MissionComplete.ShowMsg) { HUDDisplayMessage(&camera->HUD, "Mission complete", -1); } camera->HUD.showExit = true; MapShowExitArea(&gMap); break; case GAME_EVENT_MISSION_INCOMPLETE: gMission.state = MISSION_STATE_PLAY; break; case GAME_EVENT_MISSION_PICKUP: gMission.state = MISSION_STATE_PICKUP; gMission.pickupTime = gMission.time; SoundPlay(&gSoundDevice, StrSound("whistle")); break; case GAME_EVENT_MISSION_END: gMission.isDone = true; break; default: assert(0 && "unknown game event"); break; } }