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) 2013-2015, 2018-2019 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 #include "damage.h"
50
51 #include "actors.h"
52 #include "campaigns.h"
53 #include "game_events.h"
54 #include "objs.h"
55
56 // Spread the blood spurt direction
57 #define MELEE_SPREAD_FACTOR 0.5f
58 // make blood spurt further
59 #define MELEE_VEL_SCALE 40.0f
60
61
CanHitCharacter(const int flags,const int uid,const TActor * actor)62 bool CanHitCharacter(const int flags, const int uid, const TActor *actor)
63 {
64 // Don't let players hurt themselves
65 if (!(flags & FLAGS_HURTALWAYS) && uid == actor->uid)
66 {
67 return false;
68 }
69 return true;
70 }
71
CanDamageCharacter(const int flags,const TActor * source,const TActor * target,const special_damage_e special)72 bool CanDamageCharacter(
73 const int flags, const TActor *source,
74 const TActor *target, const special_damage_e special)
75 {
76 if (!CanHitCharacter(flags, source ? source->uid : -1, target))
77 {
78 return false;
79 }
80 return !ActorIsInvulnerable(
81 target, flags, source ? source->PlayerUID : -1, gCampaign.Entry.Mode, special);
82 }
83
84 static void TrackKills(PlayerData *pd, const TActor *victim);
DamageActor(TActor * victim,const int power,const int sourceActorUID)85 void DamageActor(TActor *victim, const int power, const int sourceActorUID)
86 {
87 const int startingHealth = victim->health;
88 InjureActor(victim, power);
89 const TActor *source = ActorGetByUID(sourceActorUID);
90 if (startingHealth > 0 && victim->health <= 0 &&
91 source != NULL && source->PlayerUID >= 0)
92 {
93 TrackKills(PlayerDataGetByUID(source->PlayerUID), victim);
94 }
95 }
TrackKills(PlayerData * pd,const TActor * victim)96 static void TrackKills(PlayerData *pd, const TActor *victim)
97 {
98 if (!IsPVP(gCampaign.Entry.Mode) &&
99 (victim->PlayerUID >= 0 ||
100 (victim->flags & (FLAGS_GOOD_GUY | FLAGS_PENALTY))))
101 {
102 pd->Stats.Friendlies++;
103 pd->Totals.Friendlies++;
104 }
105 else if (pd->UID == victim->PlayerUID)
106 {
107 pd->Stats.Suicides++;
108 pd->Totals.Suicides++;
109 }
110 else
111 {
112 pd->Stats.Kills++;
113 pd->Totals.Kills++;
114 }
115 }
116
DamageMelee(const NActorMelee m)117 void DamageMelee(const NActorMelee m)
118 {
119 const TActor *a = ActorGetByUID(m.UID);
120 if (!a->isInUse) return;
121 const BulletClass *b = StrBulletClass(m.BulletClass);
122 if ((HitType)m.HitType != HIT_NONE &&
123 HasHitSound((ThingKind)m.TargetKind, m.TargetUID,
124 SPECIAL_NONE, false))
125 {
126 PlayHitSound(b, (HitType)m.HitType, a->Pos);
127 }
128 if (!gCampaign.IsClient)
129 {
130 const Thing *target = ThingGetByUID(
131 (ThingKind)m.TargetKind, m.TargetUID);
132 const struct vec2 vel = svec2_scale(
133 svec2_add(
134 svec2_normalize(svec2_subtract(target->Pos, a->Pos)),
135 svec2(
136 RAND_FLOAT(-MELEE_SPREAD_FACTOR, MELEE_SPREAD_FACTOR),
137 RAND_FLOAT(-MELEE_SPREAD_FACTOR, MELEE_SPREAD_FACTOR))),
138 MELEE_VEL_SCALE);
139 Damage(
140 vel, b, a->flags, a, (ThingKind)m.TargetKind, m.TargetUID);
141 }
142 }
143