Files
Cesarus85--ringfall-mjolnir-vr/source/objects/damage.h
T

114 lines
2.9 KiB
C

/*
DAMAGE.H
header included in hcex build.
*/
#ifndef __DAMAGE_H
#define __DAMAGE_H
#pragma once
/* ---------- headers */
#include "objects.h"
/* ---------- constants */
enum
{
_object_being_damaged_body_depleted_bit = 0,
_object_being_damaged_region_destroyed_bit,
_object_being_damaged_body_destroyed_bit,
_object_being_damaged_shield_depleted_bit,
_object_being_damaged_by_friendly_bit,
_object_being_damaged_multiplied_by_difficulty_bit,
_object_being_damaged_killed_instantly_bit,
_object_being_damaged_force_hard_ping_bit,
NUMBER_OF_OBJECT_BEING_DAMAGED_FLAGS,
};
enum
{
_damage_area_of_effect_bit = 0,
_damage_create_localized_effect_bit,
_damage_kill_instantly_bit,
_damage_from_weapon_bit,
_damage_silent_bit,
_damage_bypasses_shields_bit,
_damage_damaged_one_object_bit,
_damage_no_statistics_bit,
NUMBER_OF_DAMAGE_DATA_FLAGS,
};
/* ---------- macros */
/* ---------- structures */
struct damage_data
{
long definition_index;
unsigned long flags;
long owner_player_index;
long owner_object_index;
short owner_team_index;
struct location location;
real_point3d origin;
real_point3d epicenter;
real_vector3d direction;
real scale;
real multiplier;
real material_effect_scale;
short material_type;
struct projectile_material_response_definition const *material_response;
};
/* ---------- prototypes/DAMAGE.C */
void damage_initialize(void);
void damage_dispose(void);
void damage_initialize_for_new_map(void);
void damage_dispose_from_old_map(void);
void damage_render_debug(void);
void render_debug_object_damage(
void);
void object_initialize_vitality(long object_index, real *custom_body_vitality, real *custom_shield_vitality);
void object_can_take_damage(long object_list_index);
void object_cannot_take_damage(long object_list_index);
void object_set_ranged_attack_inhibited(long object_index, boolean inhibited);
void object_set_melee_attack_inhibited(long object_index, boolean inhibited);
real object_get_actual_body_vitality(long object_index, boolean ignore_difficulty);
real object_get_actual_shield_vitality(long object_index, boolean ignore_difficulty);
real object_get_maximum_body_vitality(long object_index, boolean ignore_difficulty);
real object_get_maximum_shield_vitality(long object_index, boolean ignore_difficulty);
void object_damage_update(
long object_index);
void object_destroy(
long object_index);
void damage_data_new(struct damage_data *damage_data, long definition_index);
boolean object_restore_body(long object_index);
boolean object_double_charge_shield(long object_index);
void object_deplete_shield(
long object_index);
void object_deplete_body(
long object_index);
void area_of_effect_cause_damage(
struct damage_data *damage,
long unused_object_index);
void object_cause_damage(
struct damage_data *damage,
long object_index,
short node_index,
short region_index,
short material_index,
real_vector3d const *object_normal);
/* ---------- globals */
/* ---------- public code */
#endif // __DAMAGE_H