mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
* 2006/05/01 * * Madd Mugsy * * Developed in VS 2003 * ********************************************************* Source: - Added bullet tracers (& tracerEffect to AmmoTypes.xml) - Remedied IMP name saving, which didn't seem to upload properly Data: - Add bullet_tracer.sti to tilecache (will upload a full data folder w/new images at some point) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@45 3b4a5df2-a311-0410-b5c6-a8a6f20db521
369 lines
12 KiB
C
369 lines
12 KiB
C
#ifndef __WEAPONS_H
|
|
#define __WEAPONS_H
|
|
|
|
#include "Soldier Control.h"
|
|
|
|
#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
|
|
|
|
#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
|
|
|
|
// WEAPON CLASSES
|
|
enum
|
|
{
|
|
NOGUNCLASS,
|
|
HANDGUNCLASS,
|
|
SMGCLASS,
|
|
RIFLECLASS,
|
|
MGCLASS,
|
|
SHOTGUNCLASS,
|
|
KNIFECLASS,
|
|
MONSTERCLASS,
|
|
NUM_WEAPON_CLASSES
|
|
};
|
|
|
|
// exact gun types
|
|
enum
|
|
{
|
|
NOT_GUN = 0,
|
|
GUN_PISTOL,
|
|
GUN_M_PISTOL,
|
|
GUN_SMG,
|
|
GUN_RIFLE,
|
|
GUN_SN_RIFLE,
|
|
GUN_AS_RIFLE,
|
|
GUN_LMG,
|
|
GUN_SHOTGUN
|
|
};
|
|
|
|
|
|
// 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_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,
|
|
};
|
|
|
|
typedef struct
|
|
{
|
|
UINT32 uiIndex;
|
|
|
|
// on interface
|
|
UINT8 fontColour;
|
|
// in detail screen (interface\infobox.sti)
|
|
INT32 grayed;
|
|
INT32 offNormal;
|
|
INT32 onNormal;
|
|
|
|
// 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;
|
|
BOOLEAN canGoThrough;
|
|
BOOLEAN standardIssue;
|
|
UINT8 numberOfBullets;
|
|
INT32 multipleBulletDamageMultiplier;
|
|
INT32 multipleBulletDamageDivisor;
|
|
BOOLEAN highExplosive;
|
|
UINT8 explosionSize; //0=none, 1=small, 2=medium, 3=large
|
|
BOOLEAN antiTank;
|
|
BOOLEAN dart;
|
|
BOOLEAN knife;
|
|
BOOLEAN monsterSpit;
|
|
BOOLEAN ignoreArmour;
|
|
BOOLEAN acidic;
|
|
INT16 lockBustingPower;
|
|
BOOLEAN tracerEffect;
|
|
|
|
} AMMOTYPE;
|
|
|
|
enum
|
|
{
|
|
EXPLOSV_NORMAL,
|
|
EXPLOSV_STUN,
|
|
EXPLOSV_TEARGAS,
|
|
EXPLOSV_MUSTGAS,
|
|
EXPLOSV_FLARE,
|
|
EXPLOSV_NOISE,
|
|
EXPLOSV_SMOKE,
|
|
EXPLOSV_CREATUREGAS,
|
|
EXPLOSV_BURNABLEGAS,
|
|
};
|
|
|
|
#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 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
|
|
UINT8 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
|
|
UINT8 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;
|
|
|
|
INT8 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
|
|
|
|
} WEAPONTYPE;
|
|
typedef struct
|
|
{
|
|
UINT8 ubCalibre;
|
|
UINT8 ubMagSize;
|
|
UINT8 ubAmmoType;
|
|
|
|
UINT32 uiIndex;
|
|
} MAGTYPE;
|
|
|
|
typedef struct
|
|
{
|
|
UINT8 ubArmourClass;
|
|
UINT16 ubProtection;
|
|
UINT8 ubDegradePercent;
|
|
UINT32 uiIndex;
|
|
} ARMOURTYPE;
|
|
|
|
typedef struct
|
|
{
|
|
UINT8 ubType; // type of explosive
|
|
UINT8 ubDamage; // damage value
|
|
UINT8 ubStunDamage; // stun amount / 100
|
|
UINT8 ubRadius; // radius of effect
|
|
UINT8 ubVolume; // sound radius of explosion
|
|
UINT8 ubVolatility; // maximum chance of accidental explosion
|
|
UINT8 ubAnimationID; // Animation enum to use
|
|
UINT32 uiIndex;
|
|
UINT8 ubDuration;
|
|
UINT8 ubStartRadius;
|
|
} EXPLOSIVETYPE;
|
|
|
|
//GLOBALS
|
|
|
|
extern WEAPONTYPE Weapon[ MAXITEMS ];
|
|
extern ARMOURTYPE Armour[MAXITEMS+1];
|
|
extern MAGTYPE Magazine[MAXITEMS+1];
|
|
extern EXPLOSIVETYPE Explosive[MAXITEMS+1];
|
|
extern INT8 gzBurstSndStrings[MAXITEMS*2][128]; // Lesh: changed this
|
|
extern AMMOTYPE AmmoTypes[MAXITEMS];
|
|
|
|
|
|
extern BOOLEAN ReadInWeaponStats(STR fileName);
|
|
extern BOOLEAN WriteWeaponStats();
|
|
|
|
extern INT32 EffectiveArmour( OBJECTTYPE * pObj );
|
|
extern INT8 ArmourVersusExplosivesPercent( SOLDIERTYPE * pSoldier );
|
|
extern BOOLEAN FireWeapon( SOLDIERTYPE *pSoldier , INT16 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, INT8 bWeaponStatus, UINT8 ubAttackerID, UINT16 sXPos, INT16 sYPos, INT16 sZPos, UINT16 usStructureID, INT32 iImpact, BOOLEAN fStopped );
|
|
extern void WindowHit( INT16 sGridNo, UINT16 usStructureID, BOOLEAN fBlowWindowSouth, BOOLEAN fLargeForce );
|
|
extern INT32 BulletImpact( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, INT16 sHitBy, UINT8 * pubSpecial );
|
|
extern BOOLEAN InRange( SOLDIERTYPE *pSoldier, INT16 sGridNo );
|
|
extern void ShotMiss( UINT8 ubAttackerID, INT32 iBullet );
|
|
extern UINT32 CalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
|
|
extern UINT32 AICalcChanceToHitGun(SOLDIERTYPE *pSoldier, UINT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
|
|
extern UINT32 CalcChanceToPunch(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime);
|
|
extern UINT32 CalcChanceToStab(SOLDIERTYPE * pAttacker,SOLDIERTYPE *pDefender, UINT8 ubAimTime);
|
|
UINT32 CalcChanceToSteal(SOLDIERTYPE *pAttacker, SOLDIERTYPE * pDefender, UINT8 ubAimTime);
|
|
extern void ReloadWeapon( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
|
|
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 INT32 CalcBodyImpactReduction( UINT8 ubAmmoType, UINT8 ubHitLocation );
|
|
extern INT32 TotalArmourProtection( SOLDIERTYPE *pFirer, SOLDIERTYPE * pTarget, UINT8 ubHitLocation, INT32 iImpact, UINT8 ubAmmoType );
|
|
extern INT32 ArmourPercent( SOLDIERTYPE * pSoldier );
|
|
|
|
extern void GetTargetWorldPositions( SOLDIERTYPE *pSoldier, INT16 sTargetGridNo, FLOAT *pdXPos, FLOAT *pdYPos, FLOAT *pdZPos );
|
|
|
|
extern BOOLEAN OKFireWeapon( SOLDIERTYPE *pSoldier );
|
|
extern BOOLEAN CheckForGunJam( SOLDIERTYPE * pSoldier );
|
|
|
|
extern INT32 CalcMaxTossRange( SOLDIERTYPE * pSoldier, UINT16 usItem, BOOLEAN fArmed );
|
|
extern UINT32 CalcThrownChanceToHit(SOLDIERTYPE *pSoldier, INT16 sGridNo, UINT8 ubAimTime, UINT8 ubAimPos );
|
|
|
|
extern void ChangeWeaponMode( SOLDIERTYPE * pSoldier );
|
|
|
|
extern BOOLEAN UseHandToHand( SOLDIERTYPE *pSoldier , INT16 sTargetGridNo, BOOLEAN fStealing );
|
|
|
|
void DishoutQueenSwipeDamage( SOLDIERTYPE *pQueenSoldier );
|
|
|
|
INT32 HTHImpact( SOLDIERTYPE * pSoldier, SOLDIERTYPE * pTarget, INT32 iHitBy, BOOLEAN fBladeAttack );
|
|
|
|
UINT16 GunRange( OBJECTTYPE * pObj );
|
|
BOOLEAN IsWeapon ( UINT16 itemIndex );
|
|
UINT8 GetDamage ( OBJECTTYPE *pObj );
|
|
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 );
|
|
UINT8 GetMagSize( OBJECTTYPE *pObj );
|
|
BOOLEAN WeaponReady(SOLDIERTYPE * pSoldier);
|
|
INT8 GetAPsToReload( OBJECTTYPE *pObj );
|
|
|
|
|
|
|
|
#endif |