Example #1
0
/* Guesses how damage a shot might do.
 * \param psObj object that might be hit
 * \param damage amount of damage to deal
 * \param weaponClass the class of the weapon that deals the damage
 * \param weaponSubClass the subclass of the weapon that deals the damage
 * \param angle angle of impact (from the damage dealing projectile in relation to this object)
 * \return guess at amount of damage
 */
unsigned int objGuessFutureDamage(WEAPON_STATS *psStats, unsigned int player, BASE_OBJECT *psTarget, HIT_SIDE i)
{
	unsigned int damage;
	int impactSide;
	int	actualDamage, armour = 0, level = 1;

	if (psTarget == NULL)
		return 0;  // Hard to destroy the ground. The armour on the mud is very strong and blocks all damage.

	damage = calcDamage(weaponDamage(psStats, player), psStats->weaponEffect, psTarget);

	// EMP cannons do no damage, if we are one return now
	if (psStats->weaponSubClass == WSC_EMP)
	{
		return 0;
	}


	// apply game difficulty setting
	damage = modifyForDifficultyLevel(damage, psTarget->player != selectedPlayer);

	for (impactSide = 0; impactSide != NUM_HIT_SIDES; ++impactSide)
		armour = MAX(armour, psTarget->armour[impactSide][psStats->weaponClass]);

	//debug(LOG_ATTACK, "objGuessFutureDamage(%d): body %d armour %d damage: %d", psObj->id, psObj->body, armour, damage);

	if (psTarget->type == OBJ_DROID)
	{
		DROID *psDroid = (DROID *)psTarget;

		// Retrieve highest, applicable, experience level
		level = getDroidEffectiveLevel(psDroid);
	}

	// Reduce damage taken by EXP_REDUCE_DAMAGE % for each experience level
	actualDamage = (damage * (100 - EXP_REDUCE_DAMAGE * level)) / 100;

	// You always do at least a third of the experience modified damage
	actualDamage = MAX(actualDamage - armour, actualDamage / 3);

	// And at least MIN_WEAPON_DAMAGE points
	actualDamage = MAX(actualDamage, MIN_WEAPON_DAMAGE);

	//objTrace(psObj->id, "objGuessFutureDamage: Would penetrate %d", actualDamage);

	return actualDamage;
}
Example #2
0
/** print out weapon information
 *  \param psStats the weapon to print the info for
 */
static void printWeaponInfo(const WEAPON_STATS* psStats)
{
	const char *pWC, *pWSC, *pMM;

	switch (psStats->weaponClass)
	{
	case WC_KINETIC:		//bullets etc
		pWC = "WC_KINETIC";
		break;
	//case WC_EXPLOSIVE:	//rockets etc
	//	pWC = "WC_EXPLOSIVE";
	//	break;
	case WC_HEAT:		//laser etc
		pWC = "WC_HEAT";
		break;
	//case WC_MISC:		//others we haven't thought of!
	//	pWC = "WC_MISC";
	//	break;
	default:
		pWC = "UNKNOWN CLASS";
		break;
	}
	switch (psStats->weaponSubClass)
	{
	case WSC_MGUN:
		pWSC = "WSC_MGUN";
		break;
	case WSC_CANNON:
		pWSC = "WSC_CANNON";
		break;
	/*case WSC_ARTILLARY:
		pWSC = "WSC_ARTILLARY";
		break;*/
	case WSC_MORTARS:
		pWSC = "WSC_MORTARS";
		break;
	case WSC_MISSILE:
		pWSC = "WSC_MISSILE";
		break;
	case WSC_ROCKET:
		pWSC = "WSC_ROCKET";
		break;
	case WSC_ENERGY:
		pWSC = "WSC_ENERGY";
		break;
	case WSC_GAUSS:
		pWSC = "WSC_GAUSS";
		break;
	case WSC_FLAME:
		pWSC = "WSC_FLAME";
		break;
	/*case WSC_CLOSECOMBAT:
		pWSC = "WSC_CLOSECOMBAT";
		break;*/
	case WSC_HOWITZERS:
		pWSC = "WSC_HOWITZERS";
		break;
	case WSC_ELECTRONIC:
		pWSC = "WSC_ELECTRONIC";
		break;
	case WSC_AAGUN:
		pWSC = "WSC_AAGUN";
		break;
	case WSC_SLOWMISSILE:
		pWSC = "WSC_SLOWMISSILE";
		break;
	case WSC_SLOWROCKET:
		pWSC = "WSC_SLOWROCKET";
		break;
	case WSC_LAS_SAT:
		pWSC = "WSC_LAS_SAT";
		break;
	case WSC_BOMB:
		pWSC = "WSC_BOMB";
		break;
	case WSC_COMMAND:
		pWSC = "WSC_COMMAND";
		break;
	case WSC_EMP:
		pWSC = "WSC_EMP";
		break;
	default:
		pWSC = "UNKNOWN SUB CLASS";
		break;
	}
	switch (psStats->movementModel)
	{
	case MM_DIRECT:
		pMM = "MM_DIRECT";
		break;
	case MM_INDIRECT:
		pMM = "MM_INDIRECT";
		break;
	case MM_HOMINGDIRECT:
		pMM = "MM_HOMINGDIRECT";
		break;
	case MM_HOMINGINDIRECT:
		pMM = "MM_HOMINGINDIRECT";
		break;
	case MM_ERRATICDIRECT:
		pMM = "MM_ERRATICDIRECT";
		break;
	case MM_SWEEP:
		pMM = "MM_SWEEP";
		break;
	default:
		pMM = "UNKNOWN MOVE MODEL";
		break;
	}


	CONPRINTF(ConsoleString,(ConsoleString,"Weapon: "));
	printComponentInfo((COMPONENT_STATS *)psStats);
	CONPRINTF(ConsoleString,(ConsoleString,"   sRng %d lRng %d mRng %d %s\n"
			  "   sHt %d lHt %d pause %d dam %d\n",
				psStats->shortRange, proj_GetLongRange(psStats), psStats->minRange,
				proj_Direct(psStats) ? "direct" : "indirect",
				//psStats->shortHit, psStats->longHit, psStats->firePause, psStats->damage));
				weaponShortHit(psStats,(UBYTE)selectedPlayer), weaponLongHit(psStats,
				(UBYTE)selectedPlayer), weaponFirePause(psStats,(UBYTE)selectedPlayer),
				weaponDamage(psStats, (UBYTE)selectedPlayer)));
	CONPRINTF(ConsoleString,(ConsoleString,"   rad %d radHt %d radDam %d\n"
			  "   inTime %d inDam %d inRad %d\n",
				psStats->radius, psStats->radiusHit, psStats->radiusDamage,
				psStats->incenTime, psStats->incenDamage, psStats->incenRadius));
	CONPRINTF(ConsoleString,(ConsoleString,"   flSpd %d %s\n",
				psStats->flightSpeed, psStats->fireOnMove ? "fireOnMove" : "not fireOnMove"));
	CONPRINTF(ConsoleString,(ConsoleString,"   %s %s %s\n", pWC, pWSC, pMM));
	CONPRINTF(ConsoleString,(ConsoleString,"   %srotate recoil %d\n"
			  "   dLife %d radLife %d\n",
			  psStats->rotate ? "" : "not ",
			  psStats->recoilValue, psStats->directLife, psStats->radiusLife));
}
Example #3
0
/** print out weapon information
 *  \param psStats the weapon to print the info for
 */
static void printWeaponInfo(const WEAPON_STATS *psStats)
{
	const char *pWC, *pWSC, *pMM;

	switch (psStats->weaponClass)
	{
	case WC_KINETIC:		//bullets etc
		pWC = "WC_KINETIC";
		break;
	case WC_HEAT:		//laser etc
		pWC = "WC_HEAT";
		break;
	default:
		pWC = "UNKNOWN CLASS";
		break;
	}
	switch (psStats->weaponSubClass)
	{
	case WSC_MGUN:
		pWSC = "WSC_MGUN";
		break;
	case WSC_CANNON:
		pWSC = "WSC_CANNON";
		break;
	case WSC_MORTARS:
		pWSC = "WSC_MORTARS";
		break;
	case WSC_MISSILE:
		pWSC = "WSC_MISSILE";
		break;
	case WSC_ROCKET:
		pWSC = "WSC_ROCKET";
		break;
	case WSC_ENERGY:
		pWSC = "WSC_ENERGY";
		break;
	case WSC_GAUSS:
		pWSC = "WSC_GAUSS";
		break;
	case WSC_FLAME:
		pWSC = "WSC_FLAME";
		break;
	case WSC_HOWITZERS:
		pWSC = "WSC_HOWITZERS";
		break;
	case WSC_ELECTRONIC:
		pWSC = "WSC_ELECTRONIC";
		break;
	case WSC_AAGUN:
		pWSC = "WSC_AAGUN";
		break;
	case WSC_SLOWMISSILE:
		pWSC = "WSC_SLOWMISSILE";
		break;
	case WSC_SLOWROCKET:
		pWSC = "WSC_SLOWROCKET";
		break;
	case WSC_LAS_SAT:
		pWSC = "WSC_LAS_SAT";
		break;
	case WSC_BOMB:
		pWSC = "WSC_BOMB";
		break;
	case WSC_COMMAND:
		pWSC = "WSC_COMMAND";
		break;
	case WSC_EMP:
		pWSC = "WSC_EMP";
		break;
	default:
		pWSC = "UNKNOWN SUB CLASS";
		break;
	}
	switch (psStats->movementModel)
	{
	case MM_DIRECT:
		pMM = "MM_DIRECT";
		break;
	case MM_INDIRECT:
		pMM = "MM_INDIRECT";
		break;
	case MM_HOMINGDIRECT:
		pMM = "MM_HOMINGDIRECT";
		break;
	case MM_HOMINGINDIRECT:
		pMM = "MM_HOMINGINDIRECT";
		break;
	default:
		pMM = "UNKNOWN MOVE MODEL";
		break;
	}

	CONPRINTF(ConsoleString, (ConsoleString, "Weapon: "));
	printComponentInfo((COMPONENT_STATS *)psStats);
	CONPRINTF(ConsoleString, (ConsoleString, "   lRng %d mRng %d %s\n"
	                          "   lHt %d pause %d dam %d\n",
	                          proj_GetLongRange(psStats, selectedPlayer), psStats->upgrade[selectedPlayer].minRange,
	                          proj_Direct(psStats) ? "direct" : "indirect",
	                          weaponLongHit(psStats, selectedPlayer), weaponFirePause(psStats, selectedPlayer),
	                          weaponDamage(psStats, selectedPlayer)));
	CONPRINTF(ConsoleString, (ConsoleString, "   rad %d radDam %d\n"
	                          "   inTime %d inDam %d inRad %d\n",
	                          psStats->upgrade[selectedPlayer].radius, psStats->upgrade[selectedPlayer].radiusDamage,
	                          psStats->upgrade[selectedPlayer].periodicalDamageTime, psStats->upgrade[selectedPlayer].periodicalDamage, psStats->upgrade[selectedPlayer].periodicalDamageRadius));
	CONPRINTF(ConsoleString, (ConsoleString, "   flSpd %d %s\n",
	                          psStats->flightSpeed, psStats->fireOnMove ? "fireOnMove" : "not fireOnMove"));
	CONPRINTF(ConsoleString, (ConsoleString, "   %s %s %s\n", pWC, pWSC, pMM));
	CONPRINTF(ConsoleString, (ConsoleString, "   %srotate recoil %d\n"
	                          "   radLife %d\n",
	                          psStats->rotate ? "" : "not ",
	                          psStats->recoilValue, psStats->radiusLife));
}