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combat.h
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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2012 Warzone 2100 Project
Warzone 2100 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 2 of the License, or
(at your option) any later version.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
* Interface to the combat routines.
*/
#ifndef __INCLUDED_SRC_COMBAT_H__
#define __INCLUDED_SRC_COMBAT_H__
// maximum difference in direction for a fixed turret to fire
#define FIXED_TURRET_DIR DEG(1)
// %age at which a unit is considered to be heavily damaged
#define HEAVY_DAMAGE_LEVEL 25
/* who specified the target? */
#define ORIGIN_UNKNOWN 0 ///< Default value if unknown
#define ORIGIN_PLAYER 1 ///< Came directly from player (droids only)
#define ORIGIN_VISUAL 2 ///< I can see you clearly :-)
#define ORIGIN_ALLY 3 ///< Came from allied unit/structure (droids only?)
#define ORIGIN_COMMANDER 4 ///< Came from commander
#define ORIGIN_SENSOR 5 ///< Came from standard sensor
#define ORIGIN_CB_SENSOR 6 ///< Came from counter-battery sensor
#define ORIGIN_AIRDEF_SENSOR 7 ///< Came from Air Defense sensor
#define ORIGIN_RADAR_DETECTOR 8 ///< Came from Radar Detector sensor
/* Fire a weapon at something added int weapon_slot*/
bool combFire(WEAPON *psWeap, BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget, int weapon_slot);
/*checks through the target players list of structures and droids to see
if any support a counter battery sensor*/
void counterBatteryFire(BASE_OBJECT *psAttacker, BASE_OBJECT *psTarget);
int32_t objDamage(BASE_OBJECT *psObj, unsigned damage, unsigned originalhp, WEAPON_CLASS weaponClass, WEAPON_SUBCLASS weaponSubClass, bool isDamagePerSecond);
unsigned int objGuessFutureDamage(WEAPON_STATS *psStats, unsigned int player, BASE_OBJECT *psTarget);
#endif // __INCLUDED_SRC_COMBAT_H__