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/* | ||
C-Dogs SDL | ||
A port of the legendary (and fun) action/arcade cdogs. | ||
Copyright (c) 2014-2015, 2017-2020, 2022-2024 Cong Xu | ||
All rights reserved. | ||
Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are met: | ||
Redistributions of source code must retain the above copyright notice, this | ||
list of conditions and the following disclaimer. | ||
Redistributions in binary form must reproduce the above copyright notice, | ||
this list of conditions and the following disclaimer in the documentation | ||
and/or other materials provided with the distribution. | ||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
POSSIBILITY OF SUCH DAMAGE. | ||
*/ | ||
#include "actor_pickup.h" | ||
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#include "campaigns.h" | ||
#include "gamedata.h" | ||
#include "net_util.h" | ||
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static bool TreatAsGunPickup(const PickupEffect *pe, const TActor *a); | ||
static bool TryPickupAmmo(TActor *a, const Pickup *p, const PickupEffect *pe); | ||
static bool TryPickupGun( | ||
TActor *a, const PickupEffect *pe, const bool pickupAll, | ||
const char **sound); | ||
void PickupPickup(TActor *a, Pickup *p, const bool pickupAll) | ||
{ | ||
if (p->PickedUp) | ||
return; | ||
CASSERT(a->PlayerUID >= 0, "NPCs cannot pickup"); | ||
// can always pickup effect-less pickups | ||
bool canPickup = p->class->Effects.size == 0; | ||
const char *sound = p->class->Sound; | ||
GameEvent e; | ||
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CA_FOREACH(const PickupEffect, pe, p->class->Effects) | ||
canPickup = PickupApplyEffect(a, p, pe, pickupAll, &sound); | ||
CA_FOREACH_END() | ||
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if (canPickup) | ||
{ | ||
if (sound != NULL) | ||
{ | ||
e = GameEventNew(GAME_EVENT_SOUND_AT); | ||
strcpy(e.u.SoundAt.Sound, sound); | ||
e.u.SoundAt.Pos = Vec2ToNet(a->thing.Pos); | ||
GameEventsEnqueue(&gGameEvents, e); | ||
} | ||
e = GameEventNew(GAME_EVENT_REMOVE_PICKUP); | ||
e.u.RemovePickup.UID = p->UID; | ||
e.u.RemovePickup.SpawnerUID = p->SpawnerUID; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
// Prevent multiple pickups by marking | ||
p->PickedUp = true; | ||
a->PickupAll = false; | ||
} | ||
} | ||
bool PickupApplyEffect( | ||
TActor *a, const Pickup *p, const PickupEffect *pe, const bool force, | ||
char **sound) | ||
{ | ||
bool canPickup = false; | ||
GameEvent e; | ||
switch (pe->Type) | ||
{ | ||
case PICKUP_JEWEL: { | ||
canPickup = true; | ||
e = GameEventNew(GAME_EVENT_SCORE); | ||
e.u.Score.PlayerUID = a->PlayerUID; | ||
e.u.Score.Score = pe->u.Score; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
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e = GameEventNew(GAME_EVENT_ADD_PARTICLE); | ||
e.u.AddParticle.Class = | ||
StrParticleClass(&gParticleClasses, "score_text"); | ||
e.u.AddParticle.ActorUID = a->uid; | ||
e.u.AddParticle.Pos = p->thing.Pos; | ||
e.u.AddParticle.DZ = 3; | ||
if (gCampaign.Setting.Ammo) | ||
{ | ||
sprintf(e.u.AddParticle.Text, "$%d", pe->u.Score); | ||
} | ||
else | ||
{ | ||
sprintf(e.u.AddParticle.Text, "+%d", pe->u.Score); | ||
} | ||
GameEventsEnqueue(&gGameEvents, e); | ||
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UpdateMissionObjective( | ||
&gMission, p->thing.flags, OBJECTIVE_COLLECT, 1); | ||
} | ||
break; | ||
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case PICKUP_HEALTH: | ||
// Don't pick up unless taken damage | ||
if (a->health < ActorGetMaxHeal(a, pe->u.Heal.ExceedMax)) | ||
{ | ||
canPickup = true; | ||
e = GameEventNew(GAME_EVENT_ACTOR_HEAL); | ||
e.u.Heal.UID = a->uid; | ||
e.u.Heal.PlayerUID = a->PlayerUID; | ||
e.u.Heal.Amount = pe->u.Heal.Amount; | ||
e.u.Heal.ExceedMax = pe->u.Heal.ExceedMax; | ||
e.u.Heal.IsRandomSpawned = p->IsRandomSpawned; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
} | ||
break; | ||
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case PICKUP_AMMO: // fallthrough | ||
case PICKUP_GUN: | ||
if (TreatAsGunPickup(pe, a)) | ||
{ | ||
canPickup = TryPickupGun(a, pe, force, sound) || canPickup; | ||
} | ||
else | ||
{ | ||
canPickup = TryPickupAmmo(a, p, pe) || canPickup; | ||
} | ||
break; | ||
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case PICKUP_KEYCARD: { | ||
canPickup = true; | ||
e = GameEventNew(GAME_EVENT_ADD_KEYS); | ||
e.u.AddKeys.KeyFlags = pe->u.Keys; | ||
e.u.AddKeys.Pos = Vec2ToNet(a->thing.Pos); | ||
GameEventsEnqueue(&gGameEvents, e); | ||
if (*sound == NULL) | ||
{ | ||
*sound = "key"; | ||
} | ||
} | ||
break; | ||
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case PICKUP_SHOW_MAP: { | ||
canPickup = true; | ||
e = GameEventNew(GAME_EVENT_EXPLORE_TILES); | ||
e.u.ExploreTiles.Runs_count = 1; | ||
e.u.ExploreTiles.Runs[0].Run = gMap.Size.x * gMap.Size.y; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
} | ||
break; | ||
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case PICKUP_LIVES: { | ||
canPickup = true; | ||
e = GameEventNew(GAME_EVENT_PLAYER_ADD_LIVES); | ||
e.u.PlayerAddLives.UID = a->PlayerUID; | ||
e.u.PlayerAddLives.Lives = pe->u.Lives; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
} | ||
break; | ||
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case PICKUP_SOUND: | ||
canPickup = true; | ||
*sound = pe->u.Sound; | ||
break; | ||
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case PICKUP_MENU: | ||
canPickup = force; | ||
if (force) | ||
{ | ||
a->pickupMenu.pickup = p; | ||
a->pickupMenu.effect = pe; | ||
a->pickupMenu.index = 0; | ||
} | ||
break; | ||
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default: | ||
CASSERT(false, "unexpected pickup type"); | ||
break; | ||
} | ||
return canPickup; | ||
} | ||
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static bool HasGunUsingAmmo(const TActor *a, const int ammoId); | ||
static bool TreatAsGunPickup(const PickupEffect *pe, const TActor *a) | ||
{ | ||
// Grenades can also be gun pickups; treat as gun pickup if the player | ||
// doesn't have its ammo | ||
switch (pe->Type) | ||
{ | ||
case PICKUP_AMMO: | ||
if (!HasGunUsingAmmo(a, pe->u.Ammo.Id)) | ||
{ | ||
const Ammo *ammo = AmmoGetById(&gAmmo, pe->u.Ammo.Id); | ||
if (ammo->DefaultGun) | ||
{ | ||
return true; | ||
} | ||
} | ||
return false; | ||
case PICKUP_GUN: { | ||
const WeaponClass *wc = IdWeaponClass(pe->u.GunId); | ||
return wc->Type != GUNTYPE_GRENADE || | ||
!HasGunUsingAmmo(a, wc->u.Normal.AmmoId); | ||
} | ||
default: | ||
CASSERT(false, "unexpected pickup type"); | ||
return false; | ||
} | ||
} | ||
static bool HasGunUsingAmmo(const TActor *a, const int ammoId) | ||
{ | ||
for (int i = 0; i < MAX_WEAPONS; i++) | ||
{ | ||
const WeaponClass *wc = a->guns[i].Gun; | ||
if (wc == NULL) | ||
continue; | ||
for (int j = 0; j < WeaponClassNumBarrels(wc); j++) | ||
{ | ||
if (WC_BARREL_ATTR(*wc, AmmoId, j) == ammoId) | ||
{ | ||
return true; | ||
} | ||
} | ||
} | ||
return false; | ||
} | ||
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static bool TryPickupAmmo(TActor *a, const Pickup *p, const PickupEffect *pe) | ||
{ | ||
// Don't pickup if not using ammo | ||
if (!gCampaign.Setting.Ammo) | ||
{ | ||
return false; | ||
} | ||
// Don't pickup if ammo full | ||
const int ammoId = pe->Type == PICKUP_AMMO | ||
? (int)pe->u.Ammo.Id | ||
: IdWeaponClass(pe->u.GunId)->u.Normal.AmmoId; | ||
const Ammo *ammo = AmmoGetById(&gAmmo, ammoId); | ||
const int amount = | ||
pe->Type == PICKUP_AMMO ? (int)pe->u.Ammo.Amount : ammo->Amount; | ||
const int current = *(int *)CArrayGet(&a->ammo, ammoId); | ||
if (ammo->Max > 0 && current >= ammo->Max) | ||
{ | ||
return false; | ||
} | ||
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// Take ammo | ||
GameEvent e = GameEventNew(GAME_EVENT_ACTOR_ADD_AMMO); | ||
e.u.AddAmmo.UID = a->uid; | ||
e.u.AddAmmo.PlayerUID = a->PlayerUID; | ||
e.u.AddAmmo.Ammo.Id = ammoId; | ||
e.u.AddAmmo.Ammo.Amount = amount; | ||
e.u.AddAmmo.IsRandomSpawned = p->IsRandomSpawned; | ||
// Note: receiving end will prevent ammo from exceeding max | ||
GameEventsEnqueue(&gGameEvents, e); | ||
return true; | ||
} | ||
static bool TryPickupGun( | ||
TActor *a, const PickupEffect *pe, const bool pickupAll, | ||
const char **sound) | ||
{ | ||
// Guns can only be picked up manually | ||
if (!pickupAll) | ||
{ | ||
return false; | ||
} | ||
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// When picking up a gun, the actor always ends up with it equipped, but: | ||
// - If the player already has the gun: | ||
// - Switch to the same gun and drop the same gun | ||
// - If the player doesn't have the gun: | ||
// - If the player has an empty slot, pickup the gun into that slot | ||
// - If the player doesn't have an empty slot, replace the current gun, | ||
// dropping it in the process | ||
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const WeaponClass *wc = | ||
pe->Type == PICKUP_GUN | ||
? IdWeaponClass(pe->u.GunId) | ||
: StrWeaponClass(AmmoGetById(&gAmmo, pe->u.Ammo.Id)->DefaultGun); | ||
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ActorPickupGun(a, wc); | ||
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// If the player has less ammo than the default amount, | ||
// replenish up to this amount | ||
// TODO: support multi gun | ||
const int ammoId = WC_BARREL_ATTR(*wc, AmmoId, 0); | ||
if (ammoId >= 0) | ||
{ | ||
const Ammo *ammo = AmmoGetById(&gAmmo, ammoId); | ||
const int ammoDeficit = ammo->Amount * AMMO_STARTING_MULTIPLE - | ||
*(int *)CArrayGet(&a->ammo, ammoId); | ||
if (ammoDeficit > 0) | ||
{ | ||
GameEvent e = GameEventNew(GAME_EVENT_ACTOR_ADD_AMMO); | ||
e.u.AddAmmo.UID = a->uid; | ||
e.u.AddAmmo.PlayerUID = a->PlayerUID; | ||
e.u.AddAmmo.Ammo.Id = ammoId; | ||
e.u.AddAmmo.Ammo.Amount = ammoDeficit; | ||
e.u.AddAmmo.IsRandomSpawned = false; | ||
GameEventsEnqueue(&gGameEvents, e); | ||
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// Also play an ammo pickup sound | ||
*sound = ammo->Sound; | ||
} | ||
} | ||
|
||
return true; | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,36 @@ | ||
/* | ||
C-Dogs SDL | ||
A port of the legendary (and fun) action/arcade cdogs. | ||
Copyright (c) 2014-2015, 2024 Cong Xu | ||
All rights reserved. | ||
Redistribution and use in source and binary forms, with or without | ||
modification, are permitted provided that the following conditions are met: | ||
Redistributions of source code must retain the above copyright notice, this | ||
list of conditions and the following disclaimer. | ||
Redistributions in binary form must reproduce the above copyright notice, | ||
this list of conditions and the following disclaimer in the documentation | ||
and/or other materials provided with the distribution. | ||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
POSSIBILITY OF SUCH DAMAGE. | ||
*/ | ||
#pragma once | ||
|
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#include "actors.h" | ||
#include "pickup.h" | ||
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void PickupPickup(TActor *a, Pickup *p, const bool pickupAll); | ||
bool PickupApplyEffect( | ||
TActor *a, const Pickup *p, const PickupEffect *pe, const bool force, | ||
char **sound); |
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