/
game_events.h
195 lines (173 loc) · 5.22 KB
/
game_events.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
/*
C-Dogs SDL
A port of the legendary (and fun) action/arcade cdogs.
Copyright (c) 2013-2016, 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
#include "c_array.h"
#include "particle.h"
#include "proto/msg.pb.h"
// Game events represent anything that is created within the game but is
// required by outside systems, e.g. sound events
// This is to prevent the game from depending on these external systems
typedef enum
{
GAME_EVENT_NONE,
// Net initialisation messages
GAME_EVENT_CLIENT_CONNECT,
GAME_EVENT_CLIENT_ID,
GAME_EVENT_CAMPAIGN_DEF,
GAME_EVENT_PLAYER_DATA,
GAME_EVENT_PLAYER_REMOVE,
GAME_EVENT_TILE_SET,
GAME_EVENT_MAP_OBJECT_ADD,
GAME_EVENT_MAP_OBJECT_DAMAGE,
GAME_EVENT_MAP_OBJECT_REMOVE,
GAME_EVENT_CLIENT_READY,
GAME_EVENT_NET_GAME_START,
GAME_EVENT_CONFIG,
GAME_EVENT_SCORE,
GAME_EVENT_SOUND_AT,
GAME_EVENT_SCREEN_SHAKE,
GAME_EVENT_SET_MESSAGE,
// Use to signal start of game; useless for single player,
// but for networked games it's used to set game ticks 0
GAME_EVENT_GAME_START,
GAME_EVENT_GAME_BEGIN,
GAME_EVENT_ACTOR_ADD,
GAME_EVENT_ACTOR_MOVE,
GAME_EVENT_ACTOR_STATE,
GAME_EVENT_ACTOR_DIR,
GAME_EVENT_ACTOR_SLIDE,
GAME_EVENT_ACTOR_IMPULSE,
GAME_EVENT_ACTOR_SWITCH_GUN,
GAME_EVENT_ACTOR_PICKUP_ALL,
GAME_EVENT_ACTOR_REPLACE_GUN,
GAME_EVENT_ACTOR_HEAL,
GAME_EVENT_ACTOR_HIT,
GAME_EVENT_ACTOR_ADD_AMMO,
GAME_EVENT_ACTOR_USE_AMMO,
GAME_EVENT_ACTOR_DIE,
GAME_EVENT_ACTOR_MELEE,
GAME_EVENT_ADD_PICKUP,
GAME_EVENT_REMOVE_PICKUP,
GAME_EVENT_BULLET_BOUNCE,
GAME_EVENT_REMOVE_BULLET,
GAME_EVENT_PARTICLE_REMOVE,
GAME_EVENT_GUN_FIRE,
GAME_EVENT_GUN_RELOAD,
GAME_EVENT_GUN_STATE,
GAME_EVENT_ADD_BULLET,
GAME_EVENT_ADD_PARTICLE,
GAME_EVENT_TRIGGER,
GAME_EVENT_EXPLORE_TILES,
GAME_EVENT_RESCUE_CHARACTER,
GAME_EVENT_OBJECTIVE_UPDATE,
GAME_EVENT_ADD_KEYS,
// Can complete mission
GAME_EVENT_MISSION_COMPLETE,
// Left pickup area
GAME_EVENT_MISSION_INCOMPLETE,
// In pickup area
GAME_EVENT_MISSION_PICKUP,
GAME_EVENT_MISSION_END
} GameEventType;
// Which game events should be passed along to server or client
typedef struct
{
GameEventType Type;
bool Broadcast;
bool Submit;
// Whether to simply enqueue as game event; otherwise processed by handler
bool Enqueue;
// Whether to broadcast these events only after game start
bool GameStart;
const pb_field_t *Fields;
} GameEventEntry;
GameEventEntry GameEventGetEntry(const GameEventType e);
typedef struct
{
GameEventType Type;
int Delay;
union
{
NPlayerData PlayerData;
NPlayerRemove PlayerRemove;
NTileSet TileSet;
NMapObjectAdd MapObjectAdd;
NMapObjectDamage MapObjectDamage;
NMapObjectRemove MapObjectRemove;
NConfig Config;
NScore Score;
NSound SoundAt;
int ShakeAmount;
struct
{
char Message[256];
int Ticks;
} SetMessage;
NActorAdd ActorAdd;
NActorMove ActorMove;
NActorState ActorState;
NActorDir ActorDir;
NActorSlide ActorSlide;
NActorImpulse ActorImpulse;
NActorSwitchGun ActorSwitchGun;
NActorPickupAll ActorPickupAll;
NActorReplaceGun ActorReplaceGun;
NActorHeal Heal;
NActorHit ActorHit;
NActorAddAmmo AddAmmo;
NActorUseAmmo UseAmmo;
NActorDie ActorDie;
NActorMelee Melee;
NAddPickup AddPickup;
NRemovePickup RemovePickup;
struct
{
int UID;
int Count;
} ObjectSetCounter;
NBulletBounce BulletBounce;
NRemoveBullet RemoveBullet;
int ParticleRemoveId;
NGunFire GunFire;
NGunReload GunReload;
NGunState GunState;
NAddBullet AddBullet;
AddParticle AddParticle;
NTrigger TriggerEvent;
NExploreTiles ExploreTiles;
NRescueCharacter Rescue;
NObjectiveUpdate ObjectiveUpdate;
NAddKeys AddKeys;
NMissionComplete MissionComplete;
NMissionEnd MissionEnd;
} u;
} GameEvent;
extern CArray gGameEvents; // of GameEvent
#define GAME_OVER_DELAY (FPS_FRAMELIMIT * 2)
void GameEventsInit(CArray *store);
void GameEventsTerminate(CArray *store);
void GameEventsEnqueue(CArray *store, GameEvent e);
void GameEventsClear(CArray *store);
GameEvent GameEventNew(GameEventType type);