1 /*
2 	C-Dogs SDL
3 	A port of the legendary (and fun) action/arcade cdogs.
4 	Copyright (c) 2013-2019, 2021 Cong Xu
5 	All rights reserved.
6 
7 	Redistribution and use in source and binary forms, with or without
8 	modification, are permitted provided that the following conditions are met:
9 
10 	Redistributions of source code must retain the above copyright notice, this
11 	list of conditions and the following disclaimer.
12 	Redistributions in binary form must reproduce the above copyright notice,
13 	this list of conditions and the following disclaimer in the documentation
14 	and/or other materials provided with the distribution.
15 
16 	THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 	AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 	IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19 	ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
20 	LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
21 	CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
22 	SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
23 	INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
24 	CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
25 	ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
26 	POSSIBILITY OF SUCH DAMAGE.
27 */
28 #pragma once
29 
30 #include "bullet_class.h"
31 #include "draw/char_sprites.h"
32 
33 // WARNING: used for old-style maps, do not touch
34 typedef enum
35 {
36 	GUN_KNIFE,
37 	GUN_MG,
38 	GUN_GRENADE,
39 	GUN_FLAMER,
40 	GUN_SHOTGUN,
41 	GUN_POWERGUN,
42 	GUN_FRAGGRENADE,
43 	GUN_MOLOTOV,
44 	GUN_SNIPER,
45 	GUN_MINE,
46 	GUN_DYNAMITE,
47 	GUN_GASBOMB,
48 	GUN_PETRIFY,
49 	GUN_BROWN,
50 	GUN_CONFUSEBOMB,
51 	GUN_GASGUN,
52 	GUN_PULSERIFLE,
53 	GUN_HEATSEEKER,
54 	GUN_COUNT
55 } gun_e;
56 
57 typedef enum
58 {
59 	GUNTYPE_NORMAL,
60 	GUNTYPE_GRENADE,
61 	GUNTYPE_MULTI
62 } GunType;
63 
64 // Gun states
65 typedef enum
66 {
67 	GUNSTATE_READY,
68 	GUNSTATE_FIRING,
69 	GUNSTATE_RECOIL,
70 	GUNSTATE_COUNT
71 } gunstate_e;
72 
73 typedef struct
74 {
75 	const Pic *Icon;
76 	GunType Type;
77 	union {
78 		struct
79 		{
80 			char *Sprites;
81 			int Grips;
82 			CArray Bullets; // of const BulletClass *
83 			int AmmoId;		// -1 if the gun does not consume ammo
84 			int Cost;		// Cost in score to fire weapon
85 			int ReloadLead;
86 			Mix_Chunk *Sound;
87 			Mix_Chunk *ReloadSound;
88 			int SoundLockLength;
89 			float Recoil; // Random recoil for inaccurate weapons, in radians
90 			struct
91 			{
92 				int Count;	 // Number of bullets in spread
93 				float Width; // Width of individual spread, in radians
94 			} Spread;
95 			float AngleOffset;
96 			int MuzzleHeight;
97 			int ElevationLow;
98 			int ElevationHigh;
99 			const ParticleClass *MuzzleFlash;
100 			const ParticleClass *Brass;
101 			bool CanShoot;
102 			struct
103 			{
104 				int Amount;				// Amount of screen shake to produce
105 				bool CameraSubjectOnly; // Only shake if gun held by camera
106 										// subject
107 			} Shake;
108 		} Normal;
109 		char *Guns[MAX_BARRELS];
110 	} u;
111 	char *name;
112 	char *Description;
113 	int Lock;
114 	Mix_Chunk *SwitchSound;
115 	bool CanDrop;	// whether this gun can be dropped to be picked up
116 	char *DropGun;	// Gun to drop if an actor with this gun dies
117 	bool IsRealGun; // whether this gun can be used as is by players
118 } WeaponClass;
119 typedef struct
120 {
121 	CArray Guns;	   // of WeaponClass
122 	CArray CustomGuns; // of WeaponClass
123 } WeaponClasses;
124 
125 extern WeaponClasses gWeaponClasses;
126 
127 void WeaponClassesInitialize(WeaponClasses *wcs);
128 void WeaponClassesLoadJSON(WeaponClasses *wcs, CArray *classes, json_t *root);
129 void WeaponClassesClear(CArray *classes);
130 void WeaponClassesTerminate(WeaponClasses *wcs);
131 const WeaponClass *StrWeaponClass(const char *s);
132 WeaponClass *IdWeaponClass(const int i);
133 int WeaponClassId(const WeaponClass *wc);
134 struct vec2 WeaponClassGetBarrelMuzzleOffset(
135 	const WeaponClass *wc, const CharSprites *cs, const int barrel,
136 	direction_e dir, const gunstate_e state);
137 float WeaponClassGetMuzzleHeight(
138 	const WeaponClass *wc, const gunstate_e state, const int barrel);
139 
140 void WeaponClassFire(
141 	const WeaponClass *wc, const struct vec2 pos, const float z,
142 	const double radians, const int flags, const int actorUID,
143 	const bool playSound, const bool isGun);
144 void WeaponClassAddBrass(
145 	const WeaponClass *wc, const direction_e d, const struct vec2 pos);
146 
147 float WeaponClassGetRange(const WeaponClass *wc);
148 bool WeaponClassHasMuzzle(const WeaponClass *wc);
149 bool WeaponClassIsHighDPS(const WeaponClass *wc);
150 bool WeaponClassIsLongRange(const WeaponClass *wc);
151 bool WeaponClassIsShortRange(const WeaponClass *wc);
152 bool WeaponClassCanShoot(const WeaponClass *wc);
153 int WeaponClassNumBarrels(const WeaponClass *wc);
154 const WeaponClass *WeaponClassGetBarrel(
155 	const WeaponClass *wc, const int barrel);
156 const BulletClass *WeaponClassGetBullet(
157 	const WeaponClass *wc, const int barrel);
158 
159 #define WC_BARREL_ATTR(_wc, _attr, _barrel)                                   \
160 	((_wc).Type == GUNTYPE_MULTI                                              \
161 		 ? StrWeaponClass((_wc).u.Guns[_barrel])->u.Normal._attr              \
162 		 : (_wc).u.Normal._attr)
163 
164 // Initialise bullets and weapons in one go
165 void BulletAndWeaponInitialize(
166 	BulletClasses *b, WeaponClasses *wcs, const char *bpath,
167 	const char *gpath);
168