#ifndef COMBAT_DEFS_H #define COMBAT_DEFS_H #include "obj_types.h" #define EXPLOSION_TARGET_COUNT (6) #define CRTICIAL_EFFECT_COUNT (6) #define WEAPON_CRITICAL_FAILURE_TYPE_COUNT (7) #define WEAPON_CRITICAL_FAILURE_EFFECT_COUNT (5) typedef enum CombatState { COMBAT_STATE_0x01 = 0x01, COMBAT_STATE_0x02 = 0x02, COMBAT_STATE_0x08 = 0x08, } CombatState; typedef enum HitMode { HIT_MODE_LEFT_WEAPON_PRIMARY = 0, HIT_MODE_LEFT_WEAPON_SECONDARY = 1, HIT_MODE_RIGHT_WEAPON_PRIMARY = 2, HIT_MODE_RIGHT_WEAPON_SECONDARY = 3, HIT_MODE_PUNCH = 4, HIT_MODE_KICK = 5, HIT_MODE_LEFT_WEAPON_RELOAD = 6, HIT_MODE_RIGHT_WEAPON_RELOAD = 7, // Punch Level 2 HIT_MODE_STRONG_PUNCH = 8, // Punch Level 3 HIT_MODE_HAMMER_PUNCH = 9, // Punch Level 4 aka 'Lightning Punch' HIT_MODE_HAYMAKER = 10, // Punch Level 5 aka 'Chop Punch' HIT_MODE_JAB = 11, // Punch Level 6 aka 'Dragon Punch' HIT_MODE_PALM_STRIKE = 12, // Punch Level 7 aka 'Force Punch' HIT_MODE_PIERCING_STRIKE = 13, // Kick Level 2 HIT_MODE_STRONG_KICK = 14, // Kick Level 3 HIT_MODE_SNAP_KICK = 15, // Kick Level 4 aka 'Roundhouse Kick' HIT_MODE_POWER_KICK = 16, // Kick Level 5 HIT_MODE_HIP_KICK = 17, // Kick Level 6 aka 'Jump Kick' HIT_MODE_HOOK_KICK = 18, // Kick Level 7 aka 'Death Blossom Kick' HIT_MODE_PIERCING_KICK = 19, HIT_MODE_COUNT, FIRST_ADVANCED_PUNCH_HIT_MODE = HIT_MODE_STRONG_PUNCH, LAST_ADVANCED_PUNCH_HIT_MODE = HIT_MODE_PIERCING_STRIKE, FIRST_ADVANCED_KICK_HIT_MODE = HIT_MODE_STRONG_KICK, LAST_ADVANCED_KICK_HIT_MODE = HIT_MODE_PIERCING_KICK, FIRST_ADVANCED_UNARMED_HIT_MODE = FIRST_ADVANCED_PUNCH_HIT_MODE, LAST_ADVANCED_UNARMED_HIT_MODE = LAST_ADVANCED_KICK_HIT_MODE, } HitMode; typedef enum HitLocation { HIT_LOCATION_HEAD, HIT_LOCATION_LEFT_ARM, HIT_LOCATION_RIGHT_ARM, HIT_LOCATION_TORSO, HIT_LOCATION_RIGHT_LEG, HIT_LOCATION_LEFT_LEG, HIT_LOCATION_EYES, HIT_LOCATION_GROIN, HIT_LOCATION_UNCALLED, HIT_LOCATION_COUNT, HIT_LOCATION_SPECIFIC_COUNT = HIT_LOCATION_COUNT - 1, } HitLocation; typedef struct STRUCT_664980 { Object* attacker; Object* defender; int actionPointsBonus; int accuracyBonus; int damageBonus; int minDamage; int maxDamage; int field_1C; // probably bool, indicating field_20 and field_24 used int field_20; // flags on attacker int field_24; // flags on defender } STRUCT_664980; typedef struct Attack { Object* attacker; int hitMode; Object* weapon; int attackHitLocation; int attackerDamage; int attackerFlags; int ammoQuantity; int criticalMessageId; Object* defender; int tile; int defenderHitLocation; int defenderDamage; int defenderFlags; int defenderKnockback; Object* oops; int extrasLength; Object* extras[EXPLOSION_TARGET_COUNT]; int extrasHitLocation[EXPLOSION_TARGET_COUNT]; int extrasDamage[EXPLOSION_TARGET_COUNT]; int extrasFlags[EXPLOSION_TARGET_COUNT]; int extrasKnockback[EXPLOSION_TARGET_COUNT]; } Attack; typedef enum CriticalHitDescriptionDataMember { CRIT_DATA_MEMBER_DAMAGE_MULTIPLIER, CRIT_DATA_MEMBER_FLAGS, CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT, CRIT_DATA_MEMBER_MASSIVE_CRITICAL_STAT_MODIFIER, CRIT_DATA_MEMBER_MASSIVE_CRITICAL_FLAGS, CRIT_DATA_MEMBER_MESSAGE_ID, CRIT_DATA_MEMBER_MASSIVE_CRITICAL_MESSAGE_ID, CRIT_DATA_MEMBER_COUNT, } CriticalHitDescriptionDataMember; // Provides metadata about critical hit effect. typedef union CriticalHitDescription { struct { int damageMultiplier; // Damage flags that will be applied to defender. int flags; // Stat to check to upgrade this critical hit to massive critical hit or // -1 if there is no massive critical hit. int massiveCriticalStat; // Bonus/penalty to massive critical stat. int massiveCriticalStatModifier; // Additional damage flags if this critical hit become massive critical. int massiveCriticalFlags; int messageId; int massiveCriticalMessageId; }; // SFALL: Allow indexed access to the data above. int values[CRIT_DATA_MEMBER_COUNT]; } CriticalHitDescription; typedef enum CombatBadShot { COMBAT_BAD_SHOT_OK = 0, COMBAT_BAD_SHOT_NO_AMMO = 1, COMBAT_BAD_SHOT_OUT_OF_RANGE = 2, COMBAT_BAD_SHOT_NOT_ENOUGH_AP = 3, COMBAT_BAD_SHOT_ALREADY_DEAD = 4, COMBAT_BAD_SHOT_AIM_BLOCKED = 5, COMBAT_BAD_SHOT_ARM_CRIPPLED = 6, COMBAT_BAD_SHOT_BOTH_ARMS_CRIPPLED = 7, } CombatBadShot; #endif /* COMBAT_DEFS_H */