Пример #1
0
static void DoDamageCharacter(
	const Vec2i hitVector,
	const int power,
	const int flags,
	const int playerUID,
	const int uid,
	TActor *actor,
	const special_damage_e special)
{
	// Create events: hit, damage, score
	CASSERT(actor->isInUse, "Cannot damage nonexistent player");
	CASSERT(CanHitCharacter(flags, uid, actor), "damaging undamageable actor");

	if (ConfigGetBool(&gConfig, "Game.ShotsPushback"))
	{
		GameEvent ei = GameEventNew(GAME_EVENT_ACTOR_IMPULSE);
		ei.u.ActorImpulse.UID = actor->uid;
		ei.u.ActorImpulse.Vel = Vec2i2Net(Vec2iScaleDiv(
			Vec2iScale(hitVector, power), SHOT_IMPULSE_DIVISOR));
		ei.u.ActorImpulse.Pos = Vec2i2Net(actor->Pos);
		GameEventsEnqueue(&gGameEvents, ei);
	}

	const bool canDamage =
		CanDamageCharacter(flags, playerUID, uid, actor, special);

	GameEvent e = GameEventNew(GAME_EVENT_ACTOR_HIT);
	e.u.ActorHit.UID = actor->uid;
	e.u.ActorHit.PlayerUID = actor->PlayerUID;
	e.u.ActorHit.HitterPlayerUID = playerUID;
	e.u.ActorHit.Special = special;
	e.u.ActorHit.Power = canDamage ? power : 0;
	e.u.ActorHit.Vel = Vec2i2Net(hitVector);
	GameEventsEnqueue(&gGameEvents, e);

	if (canDamage)
	{
		// Don't score for friendly or player hits
		const bool isFriendly =
			(actor->flags & FLAGS_GOOD_GUY) ||
			(!IsPVP(gCampaign.Entry.Mode) && actor->PlayerUID >= 0);
		if (playerUID >= 0 && power != 0 && !isFriendly)
		{
			// Calculate score based on
			// if they hit a penalty character
			e = GameEventNew(GAME_EVENT_SCORE);
			e.u.Score.PlayerUID = playerUID;
			if (actor->flags & FLAGS_PENALTY)
			{
				e.u.Score.Score = PENALTY_MULTIPLIER * power;
			}
			else
			{
				e.u.Score.Score = power;
			}
			GameEventsEnqueue(&gGameEvents, e);
		}
	}
}
Пример #2
0
NMissionComplete NMakeMissionComplete(
	const struct MissionOptions *mo, const Map *map)
{
	NMissionComplete mc;
	mc.ShowMsg = MissionHasRequiredObjectives(mo);
	mc.ExitStart = Vec2i2Net(map->ExitStart);
	mc.ExitEnd = Vec2i2Net(map->ExitEnd);
	return mc;
}
Пример #3
0
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);
}
Пример #4
0
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);
	}
}
Пример #5
0
void UpdateObjects(const int ticks)
{
	for (int i = 0; i < (int)gObjs.size; i++)
	{
		TObject *obj = CArrayGet(&gObjs, i);
		if (!obj->isInUse)
		{
			continue;
		}
		switch (obj->Class->Type)
		{
		case MAP_OBJECT_TYPE_PICKUP_SPAWNER:
			if (gCampaign.IsClient) break;
			// If counter -1, it is inactive i.e. already spawned pickup
			if (obj->counter == -1)
			{
				break;
			}
			obj->counter -= ticks;
			if (obj->counter <= 0)
			{
				// Deactivate spawner by setting counter to -1
				// Spawner reactivated only when ammo taken
				obj->counter = -1;
				GameEvent e = GameEventNew(GAME_EVENT_ADD_PICKUP);
				e.u.AddPickup.UID = PickupsGetNextUID();
				strcpy(
					e.u.AddPickup.PickupClass,
					obj->Class->u.PickupClass->Name);
				e.u.AddPickup.IsRandomSpawned = false;
				e.u.AddPickup.SpawnerUID = obj->uid;
				e.u.AddPickup.TileItemFlags = 0;
				e.u.AddPickup.Pos =
					Vec2i2Net(Vec2iNew(obj->tileItem.x, obj->tileItem.y));
				GameEventsEnqueue(&gGameEvents, e);
			}
			break;
		default:
			// Do nothing
			break;
		}
	}
}
Пример #6
0
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;
}
Пример #7
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;
	}
}