1 /* 2 * Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file) 3 * 4 * This file is part of Arx Libertatis. 5 * 6 * Arx Libertatis is free software: you can redistribute it and/or modify 7 * it under the terms of the GNU General Public License as published by 8 * the Free Software Foundation, either version 3 of the License, or 9 * (at your option) any later version. 10 * 11 * Arx Libertatis is distributed in the hope that it will be useful, 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 * GNU General Public License for more details. 15 * 16 * You should have received a copy of the GNU General Public License 17 * along with Arx Libertatis. If not, see <http://www.gnu.org/licenses/>. 18 */ 19 /* Based on: 20 =========================================================================== 21 ARX FATALIS GPL Source Code 22 Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company. 23 24 This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code'). 25 26 Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public 27 License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 28 29 Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied 30 warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. 31 32 You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see 33 <http://www.gnu.org/licenses/>. 34 35 In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these 36 additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx 37 Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below. 38 39 If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o 40 ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 41 =========================================================================== 42 */ 43 // Code: Cyril Meynier 44 // 45 // Copyright (c) 1999 ARKANE Studios SA. All rights reserved 46 47 #ifndef ARX_GAME_DAMAGE_H 48 #define ARX_GAME_DAMAGE_H 49 50 #include <stddef.h> 51 52 #include "math/MathFwd.h" 53 #include "math/Vector3.h" 54 #include "platform/Flags.h" 55 56 class Entity; 57 58 enum DamageTypeFlag { 59 DAMAGE_TYPE_GENERIC = 0, 60 DAMAGE_TYPE_FIRE = (1<<0), 61 DAMAGE_TYPE_MAGICAL = (1<<1), 62 DAMAGE_TYPE_LIGHTNING = (1<<2), 63 DAMAGE_TYPE_COLD = (1<<3), 64 DAMAGE_TYPE_POISON = (1<<4), 65 DAMAGE_TYPE_GAS = (1<<5), 66 DAMAGE_TYPE_METAL = (1<<6), 67 DAMAGE_TYPE_WOOD = (1<<7), 68 DAMAGE_TYPE_STONE = (1<<8), 69 DAMAGE_TYPE_ACID = (1<<9), 70 DAMAGE_TYPE_ORGANIC = (1<<10), 71 DAMAGE_TYPE_PER_SECOND = (1<<11), 72 DAMAGE_TYPE_DRAIN_LIFE = (1<<12), 73 DAMAGE_TYPE_DRAIN_MANA = (1<<13), 74 DAMAGE_TYPE_PUSH = (1<<14), 75 DAMAGE_TYPE_FAKEFIRE = (1<<15), 76 DAMAGE_TYPE_FIELD = (1<<16), 77 DAMAGE_TYPE_NO_FIX = (1<<17) 78 }; 79 DECLARE_FLAGS(DamageTypeFlag, DamageType) 80 DECLARE_FLAGS_OPERATORS(DamageType) 81 82 enum DamageArea { 83 DAMAGE_AREA = 0, 84 DAMAGE_FULL = 1, 85 DAMAGE_AREAHALF = 2 86 }; 87 88 enum DamageFlag { 89 DAMAGE_FLAG_DONT_HURT_SOURCE = (1<<0), 90 DAMAGE_FLAG_ADD_VISUAL_FX = (1<<1), // depending on type 91 DAMAGE_FLAG_FOLLOW_SOURCE = (1<<2), 92 DAMAGE_NOT_FRAME_DEPENDANT = (1<<5), 93 DAMAGE_SPAWN_BLOOD = (1<<6) 94 }; 95 DECLARE_FLAGS(DamageFlag, DamageFlags) 96 DECLARE_FLAGS_OPERATORS(DamageFlags) 97 98 struct DAMAGE_INFO { 99 short exist; 100 short active; 101 Vec3f pos; 102 float damages; 103 float radius; 104 unsigned long start_time; 105 short except[10]; 106 long duration; // in milliseconds 107 // -1 for apply once 108 // else damage *=framediff 109 long source; // io index or -1 for player 110 DamageArea area; // damage area type 111 DamageFlags flags; // damages flags 112 DamageType type; // damages type 113 long special; // slowdown, paralysis... 114 long special_ID; // for io localised immunities or any other customization 115 unsigned long lastupd; 116 }; 117 118 const size_t MAX_DAMAGES = 200; 119 120 extern DAMAGE_INFO damages[MAX_DAMAGES]; 121 122 /*! 123 * mode=true ON mode=false OFF 124 * flag & 1 no lights; 125 * flag & 2 Only affects small sources 126 */ 127 void CheckForIgnition(Vec3f * pos, float radius, bool mode, long flag = 0); 128 129 bool DoSphericDamage(Vec3f * pos, float dmg, float radius, DamageArea flags, DamageType typ = 0, long numsource = -1); 130 131 void ARX_DAMAGE_Reset_Blood_Info(); 132 void ARX_DAMAGE_Show_Hit_Blood(); 133 void ARX_DAMAGES_Reset(); 134 long ARX_DAMAGES_GetFree(); 135 136 void ARX_DAMAGES_UpdateAll(); 137 float ARX_DAMAGES_DamagePlayer(float dmg, DamageType type, long source = -1); 138 void ARX_DAMAGES_DamageFIX(Entity * io, float dmg, long source = -1, long flags = 0); 139 float ARX_DAMAGES_DamageNPC(Entity * io, float dmg, long source = -1, long flags = 0, Vec3f * pos = NULL); 140 bool ARX_DAMAGES_TryToDoDamage(Vec3f * pos, float dmg, float radius, long source); 141 void ARX_DAMAGES_ForceDeath(Entity * io_dead, Entity * io_killer); 142 void ARX_DAMAGES_UpdateDamage(long j, float tim); 143 float ARX_DAMAGES_DealDamages(long target, float dmg, long source, DamageType flags, Vec3f * pos); 144 145 void ARX_DAMAGES_HealInter(Entity * io, float dmg); 146 147 void ARX_DAMAGES_DurabilityCheck(Entity * io, float ratio); 148 void ARX_DAMAGES_DurabilityLoss(Entity * io, float loss); 149 void ARX_DAMAGES_DurabilityRestore(Entity * io, float ratio); 150 void ARX_DAMAGES_DamagePlayerEquipment(float damages); 151 float ARX_DAMAGES_ComputeRepairPrice(Entity * torepair, Entity * blacksmith); 152 153 #endif // ARX_GAME_DAMAGE_H 154