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