Exemplo n.º 1
0
void Damage(
	const Vec2i hitVector,
	const int power,
	const int flags,
	const int playerUID,
	const int uid,
	const TileItemKind targetKind, const int targetUID,
	const special_damage_e special)
{
	switch (targetKind)
	{
	case KIND_CHARACTER:
		DoDamageCharacter(
			hitVector,
			power, flags, playerUID, uid,
			ActorGetByUID(targetUID), special);
		break;
	case KIND_OBJECT:
		{
			GameEvent e = GameEventNew(GAME_EVENT_MAP_OBJECT_DAMAGE);
			e.u.MapObjectDamage.UID = targetUID;
			e.u.MapObjectDamage.Power = power;
			e.u.MapObjectDamage.ActorUID = uid;
			e.u.MapObjectDamage.PlayerUID = playerUID;
			e.u.MapObjectDamage.Flags = flags;
			GameEventsEnqueue(&gGameEvents, e);
		}
		break;
	default:
		CASSERT(false, "cannot damage tile item kind");
		break;
	}
}
Exemplo n.º 2
0
bool DamageSomething(
	const Vec2i hitVector,
	const int power,
	const int flags,
	const int player,
	const int uid,
	TTileItem *target,
	const special_damage_e special,
	const HitSounds *hitSounds,
	const bool allowFriendlyHitSound)
{
	if (!target)
	{
		return 0;
	}

	const Vec2i pos = Vec2iNew(target->x, target->y);
	switch (target->kind)
	{
	case KIND_CHARACTER:
		return DoDamageCharacter(
			pos, hitVector,
			power, flags, player, uid,
			target, special, hitSounds, allowFriendlyHitSound);

	case KIND_OBJECT:
		DamageObject(power, flags, player, uid, target);
		if (gConfig.Sound.Hits && hitSounds != NULL && power > 0)
		{
			GameEvent es;
			es.Type = GAME_EVENT_SOUND_AT;
			es.u.SoundAt.Sound = hitSounds->Object;
			es.u.SoundAt.Pos = pos;
			GameEventsEnqueue(&gGameEvents, es);
		}
		break;

	case KIND_PARTICLE:
	case KIND_MOBILEOBJECT:
		break;
	}

	return 1;
}