コード例 #1
0
ファイル: draw.c プロジェクト: NSYXin/cdogs-sdl
static void DrawEditorTiles(DrawBuffer *b, Vec2i offset)
{
    Vec2i pos;
    Tile *tile = &b->tiles[0][0];
    pos.y = b->dy + offset.y;
    for (int y = 0; y < Y_TILES; y++, pos.y += TILE_HEIGHT)
    {
        pos.x = b->dx + offset.x;
        for (int x = 0; x < b->Size.x; x++, tile++, pos.x += TILE_WIDTH)
        {
            if (gMission.missionData->Type == MAPTYPE_STATIC)
            {
                Vec2i start = gMission.missionData->u.Static.Start;
                if (!Vec2iIsZero(start) &&
                        Vec2iEqual(start, Vec2iNew(x + b->xStart, y + b->yStart)))
                {
                    // mission start
                    BlitMasked(
                        &gGraphicsDevice,
                        PicManagerGetPic(&gPicManager, "editor/start"),
                        pos, colorWhite, 1);
                }
            }
        }
        tile += X_TILES - b->Size.x;
    }
}
コード例 #2
0
ファイル: ui_object.c プロジェクト: depoorterp/cdogs-sdl
void UIButtonSetPic(UIObject *o, Pic *pic)
{
	assert(o->Type == UITYPE_BUTTON && "invalid UI type");
	o->u.Button.Pic = pic;
	if (Vec2iIsZero(o->Size))
	{
		o->Size = o->u.Button.Pic->size;
	}
}
コード例 #3
0
ファイル: actor_placement.c プロジェクト: Wuzzy2/cdogs-sdl
Vec2i PlacePlayer(
	Map *map, const PlayerData *p, const Vec2i firstPos, const bool pumpEvents)
{
	NetMsgActorAdd aa = NetMsgActorAdd_init_default;
	aa.Id = ActorsGetFreeIndex();
	aa.Health = p->Char.maxHealth;
	aa.PlayerId = p->playerIndex;

	if (IsPVP(gCampaign.Entry.Mode))
	{
		// In a PVP mode, always place players apart
		aa.FullPos = PlaceActor(&gMap);
	}
	else if (gMission.missionData->Type == MAPTYPE_STATIC &&
		!Vec2iIsZero(gMission.missionData->u.Static.Start))
	{
		// place players near the start point
		Vec2i startPoint = Vec2iReal2Full(Vec2iCenterOfTile(
			gMission.missionData->u.Static.Start));
		aa.FullPos = PlaceActorNear(map, startPoint, true);
	}
	else if (gConfig.Interface.Splitscreen == SPLITSCREEN_NEVER &&
		!Vec2iIsZero(firstPos))
	{
		// If never split screen, try to place players near the first player
		aa.FullPos = PlaceActorNear(map, firstPos, true);
	}
	else
	{
		aa.FullPos = PlaceActor(map);
	}

	GameEvent e = GameEventNew(GAME_EVENT_ACTOR_ADD);
	e.u.ActorAdd = aa;
	GameEventsEnqueue(&gGameEvents, e);

	if (pumpEvents)
	{
		// Process the events that actually place the players
		HandleGameEvents(&gGameEvents, NULL, NULL, NULL, &gEventHandlers);
	}

	return Vec2iNew(aa.FullPos.x, aa.FullPos.y);
}
コード例 #4
0
ファイル: collision.c プロジェクト: Wuzzy2/cdogs-sdl
Vec2i GetWallBounceFullPos(
	const Vec2i startFull, const Vec2i newFull, Vec2i *velFull)
{
	CASSERT(velFull != NULL, "need velocity for wall bouncing");
	Vec2i newReal = Vec2iFull2Real(newFull);
	if (!ShootWall(newReal.x, newReal.y))
	{
		return newFull;
	}
	Vec2i startRealPos = Vec2iFull2Real(startFull);
	Vec2i bounceFull = startFull;
	if (!ShootWall(startRealPos.x, newReal.y))
	{
		bounceFull.y = newFull.y;
		velFull->x *= -1;
	}
	else if (!ShootWall(newReal.x, startRealPos.y))
	{
		bounceFull.x = newFull.x;
		velFull->y *= -1;
	}
	else
	{
		*velFull = Vec2iScale(*velFull, -1);
		// Keep bouncing back if it's inside a wall
		// However, do not bounce more than half a tile's size
		if (!Vec2iIsZero(*velFull))
		{
			Vec2i bounceReal = newReal;
			const int maxBounces = MAX(
				velFull->x / 256 / TILE_WIDTH,
				velFull->y / 256 / TILE_HEIGHT);
			for (int i = 0;
				i < maxBounces &&
				MapIsRealPosIn(&gMap, bounceReal) &&
				ShootWall(bounceReal.x, bounceReal.y);
				i++)
			{
				bounceFull = Vec2iAdd(bounceFull, *velFull);
				bounceReal = Vec2iFull2Real(bounceFull);
			}
			// If still colliding wall or outside map,
			// can't recover from this point; zero velocity and return
			if (!MapIsRealPosIn(&gMap, bounceReal) ||
				ShootWall(bounceReal.x, bounceReal.y))
			{
				*velFull = Vec2iZero();
				return startFull;
			}
		}
	}
	return bounceFull;
}
コード例 #5
0
ファイル: health_pickup.c プロジェクト: Wuzzy2/cdogs-sdl
static bool TryPlacePickup(HealthPickups *h)
{
	Vec2i size = Vec2iNew(HEALTH_W, HEALTH_H);
	// Attempt to place one in unexplored area
	for (int i = 0; i < 100; i++)
	{
		const Vec2i v = MapGenerateFreePosition(h->map, size);
		if (!Vec2iIsZero(v) && !MapGetTile(h->map, Vec2iToTile(v))->isVisited)
		{
			MapPlaceHealth(v);
			return true;
		}
	}
	// Attempt to place one in out-of-sight area
	for (int i = 0; i < 100; i++)
	{
		const Vec2i v = MapGenerateFreePosition(h->map, size);
		const Vec2i fullpos = Vec2iReal2Full(v);
		const TActor *closestPlayer = AIGetClosestPlayer(fullpos);
		if (!Vec2iIsZero(v) &&
			(!closestPlayer || CHEBYSHEV_DISTANCE(
			fullpos.x, fullpos.y,
			closestPlayer->Pos.x, closestPlayer->Pos.y) >= 256 * 150))
		{
			MapPlaceHealth(v);
			return true;
		}
	}
	// Attempt to place one anyway
	for (int i = 0; i < 100; i++)
	{
		const Vec2i v = MapGenerateFreePosition(h->map, size);
		if (!Vec2iIsZero(v))
		{
			MapPlaceHealth(v);
			return true;
		}
	}
	return false;
}
コード例 #6
0
ファイル: draw.c プロジェクト: CliffsDover/cdogs-sdl
static void DrawThing(DrawBuffer *b, const TTileItem *t, const Vec2i offset)
{
	const Vec2i picPos = Vec2iNew(
		t->x - b->xTop + offset.x, t->y - b->yTop + offset.y);

	if (!Vec2iIsZero(t->ShadowSize))
	{
		DrawShadow(&gGraphicsDevice, picPos, t->ShadowSize);
	}

	if (t->CPicFunc)
	{
		CPicDrawContext c = t->CPicFunc(t->id);
		CPicDraw(b->g, &t->CPic, picPos, &c);
	}
	else if (t->getPicFunc)
	{
		Vec2i picOffset;
		const Pic *pic = t->getPicFunc(t->id, &picOffset);
		Blit(&gGraphicsDevice, pic, Vec2iAdd(picPos, picOffset));
	}
	else if (t->kind == KIND_CHARACTER)
	{
		TActor *a = CArrayGet(&gActors, t->id);
		ActorPics pics = GetCharacterPicsFromActor(a);
		DrawActorPics(&pics, picPos);
		// Draw weapon indicators
		DrawLaserSight(&pics, a, picPos);
	}
	else
	{
		(*(t->drawFunc))(picPos, &t->drawData);
	}

#ifdef DEBUG_DRAW_HITBOXES
	const int pulsePeriod = ConfigGetInt(&gConfig, "Game.FPS");
	int alphaUnscaled =
		(gMission.time % pulsePeriod) * 255 / (pulsePeriod / 2);
	if (alphaUnscaled > 255)
	{
		alphaUnscaled = 255 * 2 - alphaUnscaled;
	}
	color_t color = colorPurple;
	color.a = (Uint8)alphaUnscaled;
	DrawRectangle(
		&gGraphicsDevice, Vec2iMinus(picPos, Vec2iScaleDiv(t->size, 2)),
		t->size, color, DRAW_FLAG_LINE);
#endif
}
コード例 #7
0
ファイル: bullet_class.c プロジェクト: NSYXin/cdogs-sdl
static Vec2i SeekTowards(
	const Vec2i pos, const Vec2i vel, const double speedMin,
	const Vec2i targetPos, const int seekFactor)
{
	// Compensate for bullet's velocity
	const Vec2i targetVel = Vec2iMinus(Vec2iMinus(targetPos, pos), vel);
	// Don't seek if the coordinates are too big
	if (abs(targetVel.x) > 10000 || abs(targetVel.y) > 10000 ||
		Vec2iIsZero(targetVel))
	{
		return vel;
	}
	const double targetMag = sqrt(
		targetVel.x*targetVel.x + targetVel.y*targetVel.y);
	const double magnitude = MAX(speedMin,
		Vec2iEqual(vel, Vec2iZero()) ? speedMin : sqrt(vel.x*vel.x + vel.y*vel.y));
	const double combinedX =
		vel.x / magnitude * seekFactor + targetVel.x / targetMag;
	const double combinedY =
		vel.y / magnitude * seekFactor + targetVel.y / targetMag;
	return Vec2iNew(
		(int)round(combinedX * magnitude / (seekFactor + 1)),
		(int)round(combinedY * magnitude / (seekFactor + 1)));
}
コード例 #8
0
ファイル: draw.c プロジェクト: NSYXin/cdogs-sdl
static void DrawThing(DrawBuffer *b, const TTileItem *t, const Vec2i offset)
{
    const Vec2i picPos = Vec2iNew(
                             t->x - b->xTop + offset.x, t->y - b->yTop + offset.y);
#ifdef DEBUG_DRAW_BOUNDS
    Draw_Box(
        picPos.x - t->size.x / 2, picPos.y - t->size.y / 2,
        picPos.x + t->size.x / 2, picPos.y + t->size.y / 2,
        colorGray);
#endif

    if (!Vec2iIsZero(t->ShadowSize))
    {
        DrawShadow(&gGraphicsDevice, picPos, t->ShadowSize);
    }

    if (t->CPicFunc)
    {
        CPicDrawContext c = t->CPicFunc(t->id);
        CPicDraw(b->g, &t->CPic, picPos, &c);
    }
    else if (t->getPicFunc)
    {
        Vec2i picOffset;
        const Pic *pic = t->getPicFunc(t->id, &picOffset);
        Blit(&gGraphicsDevice, pic, Vec2iAdd(picPos, picOffset));
    }
    else if (t->getActorPicsFunc)
    {
        DrawActorPics(t, picPos);
    }
    else
    {
        (*(t->drawFunc))(picPos, &t->drawData);
    }
}
コード例 #9
0
static void DrawRadar(
	GraphicsDevice *device, const TActor *p,
	const int scale, const int flags, const bool showExit)
{
	Vec2i pos = Vec2iZero();
	int w = device->cachedConfig.Res.x;
	int h = device->cachedConfig.Res.y;

	if (!p)
	{
		return;
	}

	// Possible map positions:
	// top-right (player 1 only)
	// top-left (player 2 only)
	// bottom-right (player 3 only)
	// bottom-left (player 4 only)
	// top-left-of-middle (player 1 when two players)
	// top-right-of-middle (player 2 when two players)
	// bottom-left-of-middle (player 3)
	// bottom-right-of-middle (player 4)
	// top (shared screen)
	if (flags & HUDFLAGS_HALF_SCREEN)
	{
		// two players
		pos.y = AUTOMAP_PADDING;
		if (flags & HUDFLAGS_PLACE_RIGHT)
		{
			// player 2
			pos.x = w / 2 + AUTOMAP_PADDING;
		}
		else
		{
			// player 1
			pos.x = w / 2 - AUTOMAP_SIZE - AUTOMAP_PADDING;
		}
	}
	else if (flags & HUDFLAGS_QUARTER_SCREEN)
	{
		// four players
		if (flags & HUDFLAGS_PLACE_RIGHT)
		{
			// player 2 or 4
			pos.x = w / 2 + AUTOMAP_PADDING;
		}
		else
		{
			// player 1 or 3
			pos.x = w / 2 - AUTOMAP_SIZE - AUTOMAP_PADDING;
		}

		if (flags & HUDFLAGS_PLACE_BOTTOM)
		{
			// player 3 or 4
			pos.y = h - AUTOMAP_SIZE - AUTOMAP_PADDING;
		}
		else
		{
			// player 1 or 2
			pos.y = AUTOMAP_PADDING;
		}
	}
	else
	{
		// one player
		if (flags & HUDFLAGS_PLACE_RIGHT)
		{
			// player 2 or 4
			pos.x = AUTOMAP_PADDING;
		}
		else
		{
			// player 1 or 3
			pos.x = w - AUTOMAP_SIZE - AUTOMAP_PADDING;
		}

		if (flags & HUDFLAGS_PLACE_BOTTOM)
		{
			// player 3 or 4
			pos.y = h - AUTOMAP_SIZE - AUTOMAP_PADDING;
		}
		else
		{
			// player 1 or 2
			pos.y = AUTOMAP_PADDING;
		}
	}

	if (!Vec2iIsZero(pos))
	{
		Vec2i playerPos = Vec2iNew(
			p->tileItem.x / TILE_WIDTH, p->tileItem.y / TILE_HEIGHT);
		AutomapDrawRegion(
			&gMap,
			pos,
			Vec2iNew(AUTOMAP_SIZE, AUTOMAP_SIZE),
			playerPos,
			scale,
			AUTOMAP_FLAGS_MASK,
			showExit);
	}
}
コード例 #10
0
ファイル: bullet_class.c プロジェクト: NSYXin/cdogs-sdl
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;
}
コード例 #11
0
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;
	}
}