1 /*
2     C-Dogs SDL
3     A port of the legendary (and fun) action/arcade cdogs.
4     Copyright (C) 1995 Ronny Wester
5     Copyright (C) 2003 Jeremy Chin
6     Copyright (C) 2003-2007 Lucas Martin-King
7 
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12 
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16     GNU General Public License for more details.
17 
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
21 
22     This file incorporates work covered by the following copyright and
23     permission notice:
24 
25     Copyright (c) 2013-2016, 2018-2019, 2021 Cong Xu
26     All rights reserved.
27 
28     Redistribution and use in source and binary forms, with or without
29     modification, are permitted provided that the following conditions are met:
30 
31     Redistributions of source code must retain the above copyright notice, this
32     list of conditions and the following disclaimer.
33     Redistributions in binary form must reproduce the above copyright notice,
34     this list of conditions and the following disclaimer in the documentation
35     and/or other materials provided with the distribution.
36 
37     THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
38     AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
39     IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
40     ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
41     LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
42     CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
43     SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
44     INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
45     CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
46     ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
47     POSSIBILITY OF SUCH DAMAGE.
48 */
49 #pragma once
50 
51 #include "actors.h"
52 #include "bullet_class.h"
53 #include "map.h"
54 #include "pics.h"
55 #include "vector.h"
56 
57 
58 // Bullet "height"
59 #define BULLET_Z   10
60 
61 #define AMMO_SPAWNER_RESPAWN_TICKS (FPS_FRAMELIMIT * 30)
62 
63 #define SHOT_IMPULSE_FACTOR 0.04f
64 
65 
66 typedef struct
67 {
68 	int uid;
69 	const MapObject *Class;
70 	int Health;
71 	int counter;
72 	Thing thing;
73 	Emitter damageSmoke;
74 	bool isInUse;
75 } TObject;
76 
77 typedef struct MobileObject
78 {
79 	int UID;
80 	int ActorUID;	// unique ID of actor that owns this object
81 					// (prevent self collision)
82 	const BulletClass *bulletClass;
83 	float z;
84 	float dz;
85 	int count;
86 	int range;
87 	int flags;
88 	Thing thing;
89 	Emitter trail;
90 	bool isInUse;
91 } TMobileObject;
92 typedef int (*MobObjUpdateFunc)(TMobileObject *, int);
93 extern CArray gMobObjs;	// of TMobileObject
94 extern CArray gObjs;	// of TObject
95 
96 
97 bool CanHit(const BulletClass *b, const int flags, const int uid, const Thing *target);
98 bool HasHitSound(
99 	const ThingKind targetKind, const int targetUID,
100 	const special_damage_e special, const bool allowFriendlyHitSound);
101 void Damage(
102 	const struct vec2 hitVector,
103 	const BulletClass *bullet,
104 	const int flags,
105 	const TActor *source,
106 	const ThingKind targetKind, const int targetUID);
107 
108 void ObjsInit(void);
109 void ObjsTerminate(void);
110 int ObjsGetNextUID(void);
111 void ObjAdd(const NMapObjectAdd amo);
112 void ObjRemove(const NMapObjectRemove mor);
113 void ObjDestroy(TObject *o);
114 
115 // Check if this object is dangerous; i.e. on destruction will explode
116 bool ObjIsDangerous(const TObject *o);
117 
118 void UpdateObjects(const int ticks);
119 
120 TObject *ObjGetByUID(const int uid);
121 
122 void DamageObject(const NThingDamage d);
123 
124 void UpdateMobileObjects(int ticks);
125 void MobObjsInit(void);
126 void MobObjsTerminate(void);
127 int MobObjsObjsGetNextUID(void);
128 TMobileObject *MobObjGetByUID(const int uid);
129