Files
source/Tactical/Weapons.h
Asdow c334d4a0d4 Optimize RandomMagazine() called when deploying to tactical sector (by sun_alf)
Timings
Before:
RandomMagazine: 90044 us (total 90044 us)
RandomMagazine: 90007 us (total 180051 us)
RandomMagazine: 100009 us (total 280060 us)

After:
RandomMagazine: 0 us (total 0 us)
RandomMagazine: 0 us (total 0 us)
RandomMagazine: 0 us (total 0 us)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9354 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2022-03-31 15:10:19 +00:00

547 lines
22 KiB
C++

#ifndef __WEAPONS_H
#define __WEAPONS_H
#include "Soldier Control.h"
//ADB moved from Soldier Control.h
enum WeaponMode
{
WM_NORMAL = 0,
WM_BURST,
WM_AUTOFIRE,
WM_ATTACHED_GL,
WM_ATTACHED_GL_BURST,
WM_ATTACHED_GL_AUTO,
WM_ATTACHED_UB,
WM_ATTACHED_UB_BURST,
WM_ATTACHED_UB_AUTO,
WM_ATTACHED_BAYONET,
NUM_WEAPON_MODES
} ;
enum ScopeMode
{
USE_BEST_SCOPE = 0,
USE_SCOPE_2,
USE_SCOPE_3,
USE_SCOPE_4,
USE_SCOPE_5,
USE_SCOPE_6,
USE_SCOPE_7,
USE_SCOPE_8,
USE_SCOPE_9,
USE_SCOPE_10,
NUM_SCOPE_MODES
};
#define USE_ALT_WEAPON_HOLD -1 // SANDRO - using this for hip/onehandpistol fire
//ADB moved from Interface Panels.h
void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInvPos, UINT16 usOldItem, UINT16 usNewItem );
// HEADROCK: Removed this and externalized to JA2_OPTIONS.INI as part of HAM project.
//#define MAXCHANCETOHIT 99
#define BAD_DODGE_POSITION_PENALTY 20
#define GUN_BARREL_RANGE_BONUS 100
#define SOLID_SLUG_RANGE_BONUS 65
#define DUCKBILL_RANGE_BONUS 40
// silversurfer: externalized this to gGameExternalOptions.gubMaxPercentNoiseSilencedSound
//#define MAX_PERCENT_NOISE_VOLUME_FOR_SILENCED_SOUND 35
// JA2 GOLD: for weapons and attachments, give penalties only for status values below 85
#define WEAPON_STATUS_MOD( x ) ( (x) >= 85 ? 100 : (((x) * 100) / 85) )
// Special deaths can only occur within a limited distance to the target
// Madd
#define MAX_DISTANCE_FOR_MESSY_DEATH 7
#define MAX_BARRETT_DISTANCE_FOR_MESSY_DEATH 23
// If you do a lot of damage with a close-range shot, instant kill
#define MIN_DAMAGE_FOR_INSTANT_KILL 55
// If you happen to kill someone with a close-range shot doing a lot of damage to the head, head explosion
#define MIN_DAMAGE_FOR_HEAD_EXPLOSION 45
// If you happen to kill someone with a close-range shot doing a lot of damage to the chest, chest explosion
// This value is lower than head because of the damage bonus for shooting the head
#define MIN_DAMAGE_FOR_BLOWN_AWAY 30
// If you happen to hit someone in the legs for enough damage, REGARDLESS of distance, person falls down
// Leg damage is halved for these purposes
#define MIN_DAMAGE_FOR_AUTO_FALL_OVER 20
// short range at which being prone provides to hit penalty when shooting standing people
#define MIN_PRONE_RANGE 50
// can't miss at this range?
#define POINT_BLANK_RANGE 16
#define BODY_IMPACT_ABSORPTION 20
#define BUCKSHOT_SHOTS 9
#define MIN_MORTAR_RANGE 150 // minimum range of a mortar
// Flugente: this value is now externalised to gItemSettings.usBasicDeprecateChance
// NB this is arbitrary, chances in DG ranged from 1 in 6 to 1 in 20
//#define BASIC_DEPRECIATE_CHANCE 15
// WEAPON CLASSES
enum
{
NOGUNCLASS,
HANDGUNCLASS,
SMGCLASS,
RIFLECLASS,
MGCLASS,
SHOTGUNCLASS,
KNIFECLASS,
MONSTERCLASS,
NUM_WEAPON_CLASSES
};
// ARMOUR CLASSES
enum
{
ARMOURCLASS_HELMET,
ARMOURCLASS_VEST,
ARMOURCLASS_LEGGINGS,
ARMOURCLASS_PLATE,
ARMOURCLASS_MONST,
ARMOURCLASS_VEHICLE
};
// Warning: There is a table in weapons.c that indexes using these enumberations...
// BurstSndStrings[]....
// MADD MARKER
enum
{
NOAMMO = 0,
AMMO38,
AMMO9,
AMMO45,
AMMO357,
AMMO12G,
AMMOCAWS,
AMMO545,
AMMO556,
AMMO762N,
AMMO762W,
AMMO47,
AMMO57,
AMMOMONST,
AMMOROCKET,
AMMODART,
AMMOFLAME,
AMMO50,
AMMO9H
};
enum
{
AMMO_MAGAZINE = 0,
AMMO_BULLET,
AMMO_BOX,
AMMO_CRATE
};
enum
{
AMMO_REGULAR = 0,
AMMO_HP,
AMMO_AP,
AMMO_SUPER_AP,
AMMO_BUCKSHOT,
AMMO_FLECHETTE,
AMMO_GRENADE,
AMMO_MONSTER, // index referenced in code to create ammo type
AMMO_KNIFE, // index referenced in code to create ammo type
AMMO_HE,
AMMO_HEAT,
AMMO_SLEEP_DART,
AMMO_FLAME,
};
// -------- added by Flugente: various ammo flags --------
// flags used for various ammo properties (easier than adding 32 differently named variables). DO NOT CHANGE THEM, UNLESS YOU KNOW WHAT YOU ARE DOING!!!
#define AMMO_CRYO 0x00000001 //1 // this ammo shock-freezes target
#define AMMO_BLIND 0x00000002 //2 // this ammo will blind if it hits the head
#define AMMO_ANTIMATERIEL 0x00000004 //4 // this ammo is anti-materiel, bullets can destroy structures
#define AMMO_TRAIL_WHITESMOKE 0x00000008 //8 // this ammo leaves a trail of white smoke
#define AMMO_TRAIL_FIRE 0x00000010 //16 // this ammo leaves a trail of fire
/*#define MEAT_BLOODCAT 0x00000020 //32 // retrieve this by gutting a bloodcat
#define COW_MEAT 0x00000040 //64 // retrieve this by gutting a cow
#define BELT_FED 0x00000080 //128 // item can be fed externally
#define AMMO_BELT 0x00000100 //256 // this item can be used to feed externally
#define AMMO_BELT_VEST 0x00000200 //512 // this is a vest that can contain AMMO_BELT items in its medium slots
#define COVERT_OPS_KIT 0x00000400 //1024 // this kit can restore the covert ops disguise
#define RAG 0x00000800 //2048 // this item is a rag and can be used to remove camo
#define ENEMY_NET_1_LVL_4 0x00001000 //4096
#define ENEMY_NET_2_LVL_4 0x00002000 //8192
#define ENEMY_NET_3_LVL_4 0x00004000 //16384
#define ENEMY_NET_4_LVL_4 0x00008000 //32768
#define PLAYER_NET_1_LVL_1 0x00010000 //65536
#define PLAYER_NET_2_LVL_1 0x00020000 //131072
#define PLAYER_NET_3_LVL_1 0x00040000 //262144
#define PLAYER_NET_4_LVL_1 0x00080000 //524288
#define PLAYER_NET_1_LVL_2 0x00100000 //1048576
#define PLAYER_NET_2_LVL_2 0x00200000 //2097152
#define PLAYER_NET_3_LVL_2 0x00400000 //4194304
#define PLAYER_NET_4_LVL_2 0x00800000 //8388608
#define PLAYER_NET_1_LVL_3 0x01000000 //16777216
#define PLAYER_NET_2_LVL_3 0x02000000 //33554432
#define PLAYER_NET_3_LVL_3 0x04000000 //67108864
#define PLAYER_NET_4_LVL_3 0x08000000 //134217728
#define PLAYER_NET_1_LVL_4 0x10000000 //268435456
#define PLAYER_NET_2_LVL_4 0x20000000 //536870912
#define PLAYER_NET_3_LVL_4 0x40000000 //1073741824
#define PLAYER_NET_4_LVL_4 0x80000000 //2147483648*/
// ----------------------------------------------------------------
#define MAX_ANIMATION_FILENAME_LEN 100
typedef struct
{
UINT32 uiIndex;
// Flugente: fontColour takes RGB values from a sti library. Why not take RGB values directly?
UINT8 red;
UINT8 green;
UINT8 blue;
// bullet contact with structure
INT32 structureImpactReductionMultiplier;
INT32 structureImpactReductionDivisor;
// bullet contact with armour
INT32 armourImpactReductionMultiplier;
INT32 armourImpactReductionDivisor;
// bullet damage multiplier before/after penetrating armour
INT32 beforeArmourDamageMultiplier;
INT32 beforeArmourDamageDivisor;
INT32 afterArmourDamageMultiplier;
INT32 afterArmourDamageDivisor;
// minimum damage can be zero
BOOLEAN zeroMinimumDamage;
UINT16 usPiercePersonChanceModifier;
BOOLEAN standardIssue;
UINT8 numberOfBullets;
INT32 multipleBulletDamageMultiplier;
INT32 multipleBulletDamageDivisor;
UINT16 highExplosive;
UINT8 explosionSize; //0=none, 1=small, 2=medium, 3=large
BOOLEAN dart;
BOOLEAN knife;
UINT16 monsterSpit;
BOOLEAN ignoreArmour;
BOOLEAN acidic;
INT16 lockBustingPower;
BOOLEAN tracerEffect;
FLOAT temperatureModificator; // Flugente: modificator for weapon temperature
FLOAT dirtModificator; // Flugente: modificator for dirt generation
//zilpin: pellet spread patterns externalized in XML
INT32 spreadPattern;
// Flugente: item flag for various properties. Way easier than 32 boolean flags
UINT32 ammoflag;
// Flugente: modifiers for life and breath damage, 1.0 being the unmodified value
FLOAT dDamageModifierLife;
FLOAT dDamageModifierBreath;
FLOAT dDamageModifierTank;
FLOAT dDamageModifierArmouredVehicle;
FLOAT dDamageModifierCivilianVehicle;
FLOAT dDamageModifierZombie;
// sevenfm: shot animation
CHAR8 shotAnimation[MAX_ANIMATION_FILENAME_LEN];
} AMMOTYPE;
#define AMMO_DAMAGE_ADJUSTMENT_BUCKSHOT( x ) (x / 4)
#define NUM_BUCKSHOT_PELLETS 9
// hollow point bullets do lots of damage to people
#define AMMO_DAMAGE_ADJUSTMENT_HP( x ) ( (x * 17) / 10 )
// but they SUCK at penetrating armour
#define AMMO_ARMOUR_ADJUSTMENT_HP( x ) ( (x * 3) / 2 )
// armour piercing bullets are good at penetrating armour
#define AMMO_ARMOUR_ADJUSTMENT_AP( x ) ((x * 3) / 4)
// "super" AP bullets are great at penetrating armour
#define AMMO_ARMOUR_ADJUSTMENT_SAP( x ) (x / 2)
// high explosive damage value (PRIOR to armour subtraction)
#define AMMO_DAMAGE_ADJUSTMENT_HE( x ) ((x * 4) / 3)
// but they SUCK at penetrating armour
#define AMMO_STRUCTURE_ADJUSTMENT_HP( x ) (x * 2)
// armour piercing bullets are good at penetrating structure
#define AMMO_STRUCTURE_ADJUSTMENT_AP( x ) ( (x * 3 ) / 4)
// "super" AP bullets are great at penetrating structures
#define AMMO_STRUCTURE_ADJUSTMENT_SAP( x ) ( x / 2 )
// one quarter of punching damage is "real" rather than breath damage
#define PUNCH_REAL_DAMAGE_PORTION 4
#define AIM_BONUS_SAME_TARGET 10 // chance-to-hit bonus (in %)
#define AIM_BONUS_PER_AP 10 // chance-to-hit bonus (in %) for aim
#define AIM_BONUS_CROUCHING 10
#define AIM_BONUS_PRONE 20
#define AIM_BONUS_TWO_HANDED_PISTOL 5
#define AIM_BONUS_FIRING_DOWN 15
#define AIM_PENALTY_ONE_HANDED_PISTOL 5
#define AIM_PENALTY_DUAL_PISTOLS 20
#define AIM_PENALTY_SMG 5
#define AIM_PENALTY_GASSED 50
#define AIM_PENALTY_GETTINGAID 20
#define AIM_PENALTY_PER_SHOCK 5 // 5% penalty per point of shock
#define AIM_BONUS_TARGET_HATED 20
#define AIM_BONUS_PSYCHO 15
#define AIM_PENALTY_TARGET_BUDDY 20
#define AIM_PENALTY_BURSTING 10
#define AIM_PENALTY_GENTLEMAN 15
#define AIM_PENALTY_TARGET_CROUCHED 20
#define AIM_PENALTY_TARGET_PRONE 40
#define AIM_PENALTY_BLIND 80
#define AIM_PENALTY_FIRING_UP 25
//#define HIGH_POWER_SCOPE 14 //Externalized
#define MAX_WEAPON_NAME_LENGTH 20
typedef struct
{
UINT8 ubWeaponClass; // handgun/shotgun/rifle/knife
UINT8 ubWeaponType; // exact type (for display purposes)
UINT8 ubCalibre; // type of ammunition needed
UINT8 ubReadyTime; // APs to ready/unready weapon
//CHRISL: Changed to a float to allow for more control over actual ap costs
//UINT8 ubShotsPer4Turns; // maximum (mechanical) firing rate
FLOAT ubShotsPer4Turns; // maximum (mechanical) firing rate
UINT8 ubShotsPerBurst;
UINT8 ubBurstPenalty; // % penalty per shot after first
UINT8 ubBulletSpeed; // bullet's travelling speed
UINT8 ubImpact; // weapon's max damage impact (size & speed)
UINT8 ubDeadliness; // comparative ratings of guns
INT8 bAccuracy; // accuracy or penalty used by OCTH
INT8 nAccuracy; // accuracy or penalty used by NCTH
UINT16 ubMagSize;
UINT16 usRange;
UINT16 usReloadDelay;
UINT8 ubAttackVolume;
UINT8 ubHitVolume;
UINT16 sSound;
UINT16 sBurstSound;
UINT16 sSilencedBurstSound;
UINT16 sReloadSound;
UINT16 sLocknLoadSound;
UINT8 bBurstAP; // Snap: Burst AP cost replaces bBaseAutofireCost
UINT8 bAutofireShotsPerFiveAP;
CHAR8 szWeaponName[MAX_WEAPON_NAME_LENGTH+1]; //+1 for the null terminator
UINT32 uiIndex;
BOOLEAN swapClips;
UINT16 silencedSound;
UINT8 APsToReload;
UINT8 maxdistformessydeath;
BOOLEAN NoSemiAuto;
UINT8 AutoPenalty;
INT16 sAniDelay; // Lesh: for burst animation delay
UINT8 APsToReloadManually;
UINT16 ManualReloadSound;
BOOLEAN EasyUnjam; // Guns where each bullet has its own chamber (like revolvers) are easyer to unjam
FLOAT bRecoilX; // HEADROCK HAM 4: Recoil now measured in points of muzzle deviation X and Y.
FLOAT bRecoilY; // Positive values indicated upwards (Y) and rightwards (X). Negatives are down (-Y) and left (-X).
// Note that each value is an array. Each item in the array determines recoil
// for a different bullet in the sequence. Not all values have to be filled,
// but the last filled value will determine the recoil for longer volleys.
UINT8 ubRecoilDelay;
UINT8 ubAimLevels; // HEADROCK HAM 4: Dictates how many aiming levels this gun supports. If 0, the program
// chooses automatically based on the type of gun (see AllowedAimingLevels() ).
UINT8 ubHandling; // CHRISL HAM 4: This value replaces ubReadyTime for determining a weapons base handling characteristics.
// Flugente
FLOAT usOverheatingJamThreshold; // if a gun's temperature is above this treshold, it is increasingly prone to jamming
FLOAT usOverheatingDamageThreshold; // if a gun is fired while its temperature is above this value, it degrades much faster
FLOAT usOverheatingSingleShotTemperature; // a single shot raises a gun's temperature by this amount
BOOLEAN HeavyGun; // SANDRO - a gun with this cannot be shouldered in standing position, part of shooting from hip feature
// Flugente: if the wielder possesses the 'GUNSLINGER_NT' trait, is using alternate hold scope mode, and has the second hand free, this gun can be used in burst mode
// this is intended for guns that normally don't possess burst mode, like revolvers
BOOLEAN fBurstOnlyByFanTheHammer;
// Flugente: multi-barrel weapons can fire a variety of barrels at once in all firemodes.
// This vector stores the possible configurations
std::vector<UINT8> barrelconfigurations;
// sevenfm: NWSS data
UINT8 ubNWSSCase;
UINT8 ubNWSSLast;
CHAR8 szNWSSSound[MAX_WEAPON_NAME_LENGTH + 1];
} WEAPONTYPE;
typedef struct
{
UINT8 ubCalibre;
UINT16 ubMagSize;
UINT8 ubAmmoType;
UINT8 ubMagType;
// sun_alf: once Magazines.xml is parsed, classIndex of a mag is index in Magazine[], and uiIndex field is not in use anymore,
UINT32 uiIndex; // so let's use it as itemId, i.e. back reference to Item[].
} MAGTYPE;
typedef struct
{
UINT8 ubArmourClass;
UINT16 ubProtection;
UINT8 ubCoverage; // Captain J
UINT8 ubDegradePercent;
UINT32 uiIndex;
} ARMOURTYPE;
typedef struct
{
UINT16 ubType; // type of explosive
UINT16 ubDamage; // damage value
UINT16 ubStunDamage; // stun amount / 100
UINT16 ubRadius; // radius of effect
UINT16 ubVolume; // sound radius of explosion
UINT16 ubVolatility; // maximum chance of accidental explosion
UINT16 ubAnimationID; // Animation enum to use
UINT32 uiIndex;
UINT16 ubDuration;
UINT16 ubStartRadius;
UINT8 ubMagSize;
BOOLEAN fExplodeOnImpact; // HEADROCK HAM 5: Flag for impact explosives.
UINT16 usNumFragments; // HEADROCK HAM 5.1: Fragmenting Explosive Data
UINT8 ubFragType;
UINT16 ubFragDamage;
UINT16 ubFragRange;
UINT16 ubHorizontalDegree; // Flugente: size of the horizontal arc into which fragments will be shot
UINT16 ubVerticalDegree; // Flugente: size of the vertical arc into which fragments will be shot
FLOAT bIndoorModifier; //DBrot: confined areas enhance effect
} EXPLOSIVETYPE;
//GLOBALS
extern WEAPONTYPE Weapon[ MAXITEMS ];
extern ARMOURTYPE Armour[MAXITEMS+1];
extern MAGTYPE Magazine[MAXITEMS+1];
extern EXPLOSIVETYPE Explosive[MAXITEMS+1];
extern CHAR8 gzBurstSndStrings[MAXITEMS*2][128]; // Lesh: changed this
extern AMMOTYPE AmmoTypes[MAXITEMS];
extern BOOLEAN ReadInWeaponStats(STR fileName);
extern BOOLEAN WriteWeaponStats();
extern bool gbForceWeaponNotReady;
extern bool gbForceWeaponReady;
extern INT32 EffectiveArmour( OBJECTTYPE * pObj );
extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier );
// Flugente: fire resistance
INT16 ArmourVersusFirePercent( SOLDIERTYPE * pSoldier );
extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo );
extern void WeaponHit( UINT16 usSoldierID, UINT16 usWeaponIndex, INT16 sDamage, INT16 sBreathLoss, UINT16 usDirection, INT16 sXPos, INT16 sYPos, INT16 sZPos, INT16 sRange , UINT8 ubAttackerID, BOOLEAN fHit, UINT8 ubSpecial, UINT8 ubHitLocation );
extern void StructureHit( INT32 iBullet, UINT16 usWeaponIndex, INT16 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
extern void WindowHit( INT32 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce );
// HEADROCK HAM 5.1: Moved to Bullets.h
extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT32 sGridNo );
extern void ShotMiss( UINT8 ubAttackerID, INT32 iBullet );
extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
extern UINT32 CalcNewChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos, INT8 bTargetLevel, UINT16 usAnimState);//dnl ch59 180813
extern UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime);
extern UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, INT16 ubAimTime);
UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, INT16 ubAimTime);
extern void ReloadWeapon( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
// Changed by ADB, rev 1513
//extern BOOLEAN IsGunWeaponModeCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos , UINT8 bWpnMode );
//extern BOOLEAN IsGunBurstCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos , BOOLEAN fNotify );
//extern BOOLEAN IsGunAutofireCapable( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
extern BOOLEAN IsGunWeaponModeCapable( OBJECTTYPE* pObject, WeaponMode weaponMode, SOLDIERTYPE *pSoldier = NULL );
extern BOOLEAN IsGunBurstCapable( OBJECTTYPE* pObject, BOOLEAN fNotify, SOLDIERTYPE *pSoldier = NULL );
extern BOOLEAN IsGunAutofireCapable( OBJECTTYPE* pObject );
extern INT32 CalcBodyImpactReduction( UINT8 ubAmmoType, UINT8 ubHitLocation );
INT32 TotalArmourProtection( SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType, BOOLEAN fConsiderFlak );
extern INT32 ArmourPercent( SOLDIERTYPE * pSoldier );
extern void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT32 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos );
extern BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier );
extern BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier );
extern FLOAT GetGunOverheatDamagePercentage( FLOAT usTemperature, UINT16 usIndx ); // Flugente: Get percentage: temperature/damagethreshold
extern FLOAT GetGunOverheatJamPercentage( FLOAT usTemperature, UINT16 usIndx ); // Flugente: Get percentage: temperature/jamthreshold
extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed, OBJECTTYPE* pObject =NULL );
extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT32 sGridNo, INT16 ubAimTime, UINT8 ubAimPos );
extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier );
extern void ChangeScopeMode( SOLDIERTYPE * pSoldier, INT32 iTrgGridNo ); // Flugente: use different scope
extern BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier , INT32 sTargetGridNo, BOOLEAN fStealing );
void DishoutQueenSwipeDamage( SOLDIERTYPE *pQueenSoldier );
INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BOOLEAN fBladeAttack );
UINT16 GunRange( OBJECTTYPE * pObj, SOLDIERTYPE * pSoldier ); // SANDRO - added argument
BOOLEAN IsWeapon ( UINT16 itemIndex );
UINT8 GetDamage ( OBJECTTYPE *pObj );
// HEADROCK HAM 4: Same function as above, but without modifiers from attached items.
UINT8 GetBasicDamage ( OBJECTTYPE *pObj );
UINT8 GetAutofireShotsPerFiveAPs( UINT16 usItem );
UINT8 GetAutofireShotsPerFiveAPs( OBJECTTYPE *pObj );
UINT8 GetBaseAutoFireCost( OBJECTTYPE *pObj );
UINT8 GetBurstPenalty( OBJECTTYPE *pObj, BOOLEAN fProneStance = FALSE );
UINT8 GetAutoPenalty( OBJECTTYPE *pObj, BOOLEAN fProneStance = FALSE );
UINT8 GetShotsPerBurst( OBJECTTYPE *pObj );
UINT16 GetMagSize( OBJECTTYPE *pObj, UINT8 subObject = 0 );
UINT16 GetExpMagSize( OBJECTTYPE *pObj );
UINT8 GetAmmoType( OBJECTTYPE *pObj );
bool WeaponReady(SOLDIERTYPE * pSoldier);
INT16 GetAPsToReload( OBJECTTYPE *pObj );
// HEADROCK HAM 3.4: Estimate bullets left in gun. Returns an "errorcode" telling the calling function if the check
// was successful and to what degree.
void EstimateBulletsLeft( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj );
extern CHAR16 gBulletCount[10];
// HEADROCK HAM 4: This function generates a mag-factor bar percentage.
void CalcMagFactorSimple( SOLDIERTYPE *pSoldier, FLOAT d2DDistance, INT16 bAimTime, INT32 iGridNo );
// HEADROCK HAM 4: This gets the Z of a target regardless of what's there.
FLOAT GetTargetZPos( SOLDIERTYPE *pShooter, INT32 sTargetGridNo );
// Flugente: Overheating Weapons
void GunIncreaseHeat( OBJECTTYPE *pObj, SOLDIERTYPE* pSoldier ); // adding pSoldier allows soldier-specific modification of generated heat
FLOAT GetTemperatureModifier( OBJECTTYPE *pObj );
FLOAT GetSingleShotTemperature( OBJECTTYPE *pObj );
FLOAT GetGunOverheatDamagePercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/damagethreshold
FLOAT GetGunOverheatJamPercentage( OBJECTTYPE * pObj ); // Flugente: Get percentage: temperature/jamthreshold
FLOAT GetGunOverheatDisplayPercentage( OBJECTTYPE * pObj ); // Flugente: Get displyed overheat percentage - either GetGunOverheatDamagePercentage or GetGunOverheatJamPercentage
FLOAT GetOverheatJamThresholdModifier( OBJECTTYPE *pObj );
FLOAT GetOverheatJamThreshold( OBJECTTYPE *pObj );
FLOAT GetOverheatDamageThresholdModifier( OBJECTTYPE *pObj );
FLOAT GetOverheatDamageThreshold( OBJECTTYPE *pObj );
BOOLEAN ArtilleryStrike( UINT16 usItem, UINT8 ubOwnerID, UINT32 usStartingGridNo, UINT32 usTargetMapPos );
// Flugente: functions for using several barrels at once
UINT8 GetNextBarrelMode( UINT16 usItem, UINT8 aBarrelMode );
UINT8 GetFittingBarrelMode( UINT16 usItem, UINT8 aBarrelMode ); // return a number of barrels this gun can fire, equal or below aBarrelMode
bool HasSeveralBarrelConfigurations( UINT16 usItem );
#endif