/* =========================================================================== ARX FATALIS GPL Source Code Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company. This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code'). Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see . In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ ////////////////////////////////////////////////////////////////////////////////////// // @@ @@@ @@@ @@ @@@@@ // // @@@ @@@@@@ @@@ @@ @@@@ @@@ @@@ // // @@@ @@@@@@@ @@@ @@@@ @@@@ @@ @@@@ // // @@@ @@ @@@@ @@@ @@@@@ @@@@@@ @@@ @@@ // // @@@@@ @@ @@@@ @@@ @@@@@ @@@@@@@ @@@ @ @@@ // // @@@@@ @@ @@@@ @@@@@@@@ @@@@ @@@ @@@@@ @@ @@@@@@@ // // @@ @@@ @@ @@@@ @@@@@@@ @@@ @@@ @@@@@@ @@ @@@@ // // @@@ @@@ @@@ @@@@ @@@@@ @@@@@@@@@ @@@@@@@ @@@ @@@@ // // @@@ @@@@ @@@@@@@ @@@@@@ @@@ @@@@ @@@ @@@ @@@ @@@@ // // @@@@@@@@ @@@@@ @@@@@@@@@@ @@@ @@@ @@@ @@@ @@@ @@@@@ // // @@@ @@@@ @@@@ @@@ @@@@@@@ @@@ @@@ @@@@ @@@ @@@@ @@@@@ // //@@@ @@@@ @@@@@ @@@ @@@@@@ @@ @@@ @@@@ @@@@@@@ @@@@@ @@@@@ // //@@@ @@@@@ @@@@@ @@@@ @@@ @@ @@ @@@@ @@@@@@@ @@@@@@@@@ // //@@@ @@@@ @@@@@@@ @@@@ @@ @@ @@@@ @@@@@ @@@@@ // //@@@ @@@@ @@@@@@@ @@@@ @@ @@ @@@@ @@@@@ @@ // //@@@ @@@ @@@ @@@@@ @@ @@@ // // @@@ @@@ @@ @@ STUDIOS // ////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////////// // ARX_Damages ////////////////////////////////////////////////////////////////////////////////////// // // Description: // ARX Damages management // // Updates: (date) (person) (update) // // Code: Cyril Meynier // // Copyright (c) 1999 ARKANE Studios SA. All rights reserved ////////////////////////////////////////////////////////////////////////////////////// #ifndef ARX_DAMAGES_H #define ARX_DAMAGES_H #include "EERIEPoly.h" //----------------------------------------------------------------------------- typedef struct { short exist; short active; EERIE_3D pos; float damages; float radius; unsigned long start_time; short except[10]; long duration; // in milliseconds // -1 for apply once // else damage *=framediff long source; // io index or -1 for player long area; // damage area type long flags; // damages flags long type; // damages type long special; // slowdown, paralysis... long special_ID; // for io localised immunities or any other customization unsigned long lastupd; } DAMAGE_INFO; //----------------------------------------------------------------------------- #define DAMAGE_AREA 0 #define DAMAGE_FULL 1 #define DAMAGE_AREAHALF 2 #define DAMAGE_TYPE_GENERIC 0 #define DAMAGE_TYPE_FIRE 1 #define DAMAGE_TYPE_MAGICAL (1<<1) #define DAMAGE_TYPE_LIGHTNING (1<<2) #define DAMAGE_TYPE_COLD (1<<3) #define DAMAGE_TYPE_POISON (1<<4) #define DAMAGE_TYPE_GAS (1<<5) #define DAMAGE_TYPE_METAL (1<<6) #define DAMAGE_TYPE_WOOD (1<<7) #define DAMAGE_TYPE_STONE (1<<8) #define DAMAGE_TYPE_ACID (1<<9) #define DAMAGE_TYPE_ORGANIC (1<<10) #define DAMAGE_TYPE_PER_SECOND (1<<11) #define DAMAGE_TYPE_DRAIN_LIFE (1<<12) #define DAMAGE_TYPE_DRAIN_MANA (1<<13) #define DAMAGE_TYPE_PUSH (1<<14) #define DAMAGE_TYPE_FAKEFIRE (1<<15) #define DAMAGE_TYPE_FIELD (1<<16) #define DAMAGE_TYPE_NO_FIX (1<<17) #define DAMAGE_FLAG_DONT_HURT_SOURCE 1 #define DAMAGE_FLAG_ADD_VISUAL_FX 2 // depending on type #define DAMAGE_FLAG_FOLLOW_SOURCE 4 #define DAMAGE_NOT_FRAME_DEPENDANT 32 #define DAMAGE_SPAWN_BLOOD 64 #define MAX_DAMAGES 200 //----------------------------------------------------------------------------- extern DAMAGE_INFO damages[MAX_DAMAGES]; //----------------------------------------------------------------------------- void CheckForIgnition(EERIE_3D * pos, float radius, long mode, long flag = 0); BOOL DoSphericDamage(EERIE_3D * pos, float dmg, float radius, long flags, long typ = 0, long numsource = -1); void ARX_DAMAGE_Reset_Blood_Info(); void ARX_DAMAGE_Show_Hit_Blood(LPDIRECT3DDEVICE7 pd3dDevice); void ARX_DAMAGES_Reset(); long ARX_DAMAGES_GetFree(); void ARX_DAMAGES_UpdateAll(); float ARX_DAMAGES_DamagePlayer(float dmg, long type, long source = -1, EERIE_3D * pos = NULL); void ARX_DAMAGES_DamageFIX(INTERACTIVE_OBJ * io, float dmg, long source = -1, long flags = 0, EERIE_3D * pos = NULL); float ARX_DAMAGES_DamageNPC(INTERACTIVE_OBJ * io, float dmg, long source = -1, long flags = 0, EERIE_3D * pos = NULL); BOOL ARX_DAMAGES_TryToDoDamage(EERIE_3D * pos, float dmg, float radius, long source); void ARX_DAMAGES_ForceDeath(INTERACTIVE_OBJ * io_dead, INTERACTIVE_OBJ * io_killer); void ARX_DAMAGES_UpdateDamage(long j, float tim); float ARX_DAMAGES_DealDamages(long target, float dmg, long source, long flags, EERIE_3D * pos); void ARX_DAMAGES_HealInter(INTERACTIVE_OBJ * io, float dmg); // ON-SCREEN Blood Splat Management void ARX_DAMAGES_SCREEN_SPLATS_Add(EERIE_3D * pos, float dmgs); void ARX_DAMAGES_SCREEN_SPLATS_Init(); void ARX_DAMAGES_DurabilityCheck(INTERACTIVE_OBJ * io, float ratio); void ARX_DAMAGES_DurabilityLoss(INTERACTIVE_OBJ * io, float loss); void ARX_DAMAGES_DurabilityRestore(INTERACTIVE_OBJ * io, float ratio); void ARX_DAMAGES_DamagePlayerEquipment(float damages); float ARX_DAMAGES_ComputeRepairPrice(INTERACTIVE_OBJ * torepair, INTERACTIVE_OBJ * blacksmith); void ARX_DAMAGES_IgnitIO(INTERACTIVE_OBJ * io, float dmg); #endif