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sfall/artifacts/example_mods/ComputeDamage/gl_compute_damage.ssl
T
NovaRain ff1c87f0c5 Updated gl_compute_damage example script from 4.x
* with script-based YAAM implementation.

Sync header changes with develop branch.

Changed AttackSubType enum "GUNS" to "RANGED".
(to be in line with define_extra.h, the naming is from RE/CE.)
2023-05-15 12:16:23 +08:00

334 lines
13 KiB
ObjectPascal

/*
This script reimplements the combat damage calculation of the original game.
Use this to implement your own damage formula!
*/
#include "../sfall/define_lite.h"
#include "../sfall/define_extra.h"
#include "../sfall/sfall.h"
#define DAMAGE_FORMULA_VANILLA (0)
#define DAMAGE_FORMULA_GLOVZ (1)
#define DAMAGE_FORMULA_GLOVZ2 (2)
#define DAMAGE_FORMULA_YAAM (5)
procedure start;
procedure combatdamage_handler;
procedure itemdamage_handler;
procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty);
procedure item_w_subtype(variable weapon, variable hit_mode);
procedure get_ammo_value(variable weapon, variable param);
variable
damage_formula,
item_damage_min,
item_damage_max,
item_damage_weapon,
item_damage_attacker;
procedure start begin
if game_loaded then begin
damage_formula := get_ini_setting("ddraw.ini|Misc|DamageFormula");
register_hook_proc(HOOK_COMBATDAMAGE, combatdamage_handler);
register_hook_proc(HOOK_ITEMDAMAGE, itemdamage_handler);
end
end
/*
HOOK_COMBATDAMAGE
Runs when:
1) Game calculates how much damage each target will get. This includes primary target as well as all extras (explosions and bursts). This happens BEFORE the actual attack animation.
2) AI decides whether it is safe to use area attack (burst, grenades), if he might hit friendlies.
Does not run for misses, or non-combat damage like dynamite explosions.
Critter arg0 - The target
Critter arg1 - The attacker
int arg2 - The amount of damage to the target
int arg3 - The amount of damage to the attacker
int arg4 - The special effect flags for the target (use bwand DAM_* to check specific flags)
int arg5 - The special effect flags for the attacker (use bwand DAM_* to check specific flags)
Item arg6 - The weapon used in the attack
int arg7 - The bodypart that was struck
int arg8 - Damage Multiplier (this is divided by 2, so a value of 3 does 1.5x damage, and 8 does 4x damage. Usually it's 2; for critical hits, the value is taken from the critical table; with Silent Death perk and the corresponding attack conditions, the value will be doubled)
int arg9 - Number of bullets actually hit the target (1 for melee attacks)
int arg10 - The amount of knockback to the target
int arg11 - Attack Type (see ATKTYPE_* constants)
mixed arg12 - computed attack data (see C_ATTACK_* for offsets and use get/set_object_data functions to get/set the data)
int ret0 - The damage to the target
int ret1 - The damage to the attacker
int ret2 - The special effect flags for the target
int ret3 - The special effect flags for the attacker
int ret4 - The amount of knockback to the target
*/
procedure combatdamage_handler begin
variable dmg_type, weapon_perk, dmg_thresh, dmg_resist, weapon_subtype, bonus_ranged, difficulty, i, dmg_mult, dmg_div, damage;
variable target, flags, knockback, amount;
variable
ctdTarget := get_sfall_arg,
ctdSource := get_sfall_arg,
amountTarget := get_sfall_arg,
amountSource := get_sfall_arg,
flagsTarget := get_sfall_arg,
flagsSource := get_sfall_arg,
weapon := get_sfall_arg,
bodypart := get_sfall_arg,
damageMultiplier := get_sfall_arg,
rounds := get_sfall_arg,
amountKnockback := get_sfall_arg,
hit_mode := get_sfall_arg;
if (ctdSource != item_damage_attacker or weapon != item_damage_weapon) then begin
debug_msg("! ERROR ! compute_damage: Expected attacker or weapon differs!");
return;
end
if (flagsSource bwand DAM_HIT) then begin
target := ctdTarget;
flags := flagsTarget;
knockback := 1;
end else begin
target := ctdSource;
flags := flagsSource;
knockback := 0;
end
if target and (obj_type(target) == OBJ_TYPE_CRITTER) then begin
if weapon then begin
dmg_type := weapon_dmg_type(weapon);
weapon_perk := get_proto_data(obj_pid(weapon), PROTO_WP_PERK);
end else begin
dmg_type := DMG_normal_dam;
weapon_perk := -1;
end
dmg_thresh := get_critter_stat(target, STAT_dmg_thresh + dmg_type);
dmg_resist := get_critter_stat(target, STAT_dmg_resist + dmg_type);
if (flags bwand DAM_BYPASS) and (dmg_type != DMG_emp) then begin
dmg_thresh := dmg_thresh * 20 / 100;
dmg_resist := dmg_resist * 20 / 100;
end else begin
if (weapon_perk == PERK_weapon_penetrate)
or (hit_mode == ATKTYPE_PALMSTRIKE or hit_mode == ATKTYPE_PIERCINGSTRIKE
or hit_mode == ATKTYPE_HOOKKICK or hit_mode == ATKTYPE_PIERCINGKICK) then
dmg_thresh := dmg_thresh * 20 / 100;
if ctdSource == dude_obj and has_trait(TRAIT_TRAIT, ctdSource, TRAIT_finesse) then
dmg_resist += 30;
end
weapon_subtype := item_w_subtype(weapon, hit_mode); // item_w_subtype_
if (ctdSource != dude_obj) or (weapon_subtype != WEAPON_TYPE_RANGED) then
bonus_ranged := 0;
else
bonus_ranged := has_trait(TRAIT_PERK, ctdSource, PERK_bonus_ranged_damage) * 2;
difficulty := 100;
if (has_trait(TRAIT_OBJECT, ctdSource, OBJECT_TEAM_NUM) != has_trait(TRAIT_OBJECT, dude_obj, OBJECT_TEAM_NUM)) then begin
if (combat_difficulty == 0) then
difficulty := 75;
else if (combat_difficulty == 2) then
difficulty := 125;
end
if (damage_formula == DAMAGE_FORMULA_YAAM) then begin
amount := calc_damage_YAAM(weapon, rounds, dmg_thresh, dmg_resist, bonus_ranged, damageMultiplier, difficulty);
end else begin
// F2 default start
// Damage = (1 - (DR_armor + DR_ammo_adjust) * (((raw_damage * (dmg_mult * damageMultiplier)) / dmg_div) - dmg_thresh)
dmg_resist += get_ammo_value(weapon, PROTO_AM_DR_MOD); // item_w_dr_adjust_ (DR Adjust %)
if (dmg_resist < 100) then begin
if (dmg_resist < 0) then dmg_resist := 0;
dmg_mult := damageMultiplier * get_ammo_value(weapon, PROTO_AM_DMG_MULT); // item_w_dam_mult_ (Dmg mod A)
dmg_div := get_ammo_value(weapon, PROTO_AM_DMG_DIV); // item_w_dam_div_ (Dmg mod B)
for (i := 1; i <= rounds; i++) begin
damage := (random(item_damage_min, item_damage_max) + bonus_ranged) * dmg_mult; // item_w_damage_ (raw_damage)
if dmg_div then damage /= dmg_div;
damage := (((damage / 2) * difficulty) / 100) - dmg_thresh;
if (damage > 0) then begin
damage := damage - ((damage * dmg_resist) / 100); // reduce damage by the percentage of DR_armor + DR_Ammo
if (damage > 0) then amount += damage;
end
end
end
// F2 default end
end
if (ctdSource == dude_obj) then begin
if has_trait(TRAIT_PERK, ctdSource, PERK_living_anatomy_perk) and (critter_kill_type(ctdTarget) != KILL_TYPE_robot_kills)
and (critter_kill_type(ctdTarget) != KILL_TYPE_alien_kills) then
amount += 5;
if has_trait(TRAIT_PERK, ctdSource, PERK_pyromaniac_perk) and (dmg_type == DMG_fire) then
amount += 5;
end
if knockback and ((get_flags(target) bwand FLAG_MULTIHEX) == 0)
and (dmg_type == DMG_explosion or weapon == 0 or weapon_subtype == WEAPON_TYPE_MELEE)
and ((get_proto_data(obj_pid(target), PROTO_CR_FLAGS) bwand CFLG_NOKNOCKDOWN) == 0) then begin // critter_flag_check_
damage := 0;
if (target == dude_obj) and has_trait(TRAIT_PERK, target, PERK_stonewall_perk) then begin
damage := 1;
if (random(0, 100) < 50) then knockback := 0;
end
if knockback then begin
if (weapon_perk == PERK_weapon_knockback) then
amountKnockback := amount / 5;
else
amountKnockback := amount / 10;
if damage then amountKnockback /= 2;
end
end
end
if (flagsSource bwand DAM_HIT) then begin
display_msg("COMBATDAMAGE amountTarget = " + amountTarget+ ", amount = " + amount);
amountTarget := amount;
flagsTarget := flags;
end else begin
display_msg("COMBATDAMAGE amountSource = " + amountSource+ ", amount = " + amount);
amountSource := amount;
flagsSource := flags;
end
set_sfall_return(amountTarget);
set_sfall_return(amountSource);
set_sfall_return(flagsTarget);
set_sfall_return(flagsSource);
set_sfall_return(amountKnockback);
set_sfall_arg(2, amountTarget);
set_sfall_arg(3, amountSource);
set_sfall_arg(4, flagsTarget);
set_sfall_arg(5, flagsSource);
set_sfall_arg(10, amountKnockback);
end
procedure calc_damage_YAAM(variable weapon, variable rounds, variable armorDT, variable armorDR, variable bonusRangedDamage, variable multiplyDamage, variable difficulty) begin
variable accumulatedDamage, ammoDiv, ammoMult, ammoDT, calcDT, _calcDT, calcDR, i, rawDamage, resistedDamage;
if (rounds <= 0) then begin
return 0;
end
ammoDiv := get_ammo_value(weapon, PROTO_AM_DMG_DIV);
ammoMult := get_ammo_value(weapon, PROTO_AM_DMG_MULT);
// Damage Multipler = Critical Multipler * Ammo Dividend
multiplyDamage *= ammoMult;
// Retrieve ammo DT (well, it's really Retrieve ammo DR, but since we're treating ammo DR as ammo DT...)
ammoDT := get_ammo_value(weapon, PROTO_AM_DR_MOD);
calcDT := armorDT - ammoDT;
_calcDT := calcDT;
if (calcDT >= 0) then begin
_calcDT := 0;
end else begin
// note that this should be a negative value
_calcDT *= 10;
calcDT := 0;
end
// DR = armor DR + DT (note that DT should be less than or equal to zero)
calcDR = armorDR + _calcDT;
if (calcDR < 0) then begin
calcDR = 0;
end else if (calcDR >= 100) then begin
return 0;
end
display_msg("YAAM: AmmoDT=" + ammoDT + ", DT=" + calcDT + "/" + armorDT + ", DR=" + calcDR + "/" + armorDR);
// Start of damage calculation loop
for (i := 0; i < rounds; i++) begin
rawDamage = random(item_damage_min, item_damage_max);
rawDamage += bonusRangedDamage;
rawDamage -= calcDT;
if (rawDamage <= 0) then
continue;
rawDamage *= multiplyDamage;
if (ammoDiv != 0) then begin
rawDamage /= ammoDiv;
end
rawDamage /= 2; // related to critical hit damage multiplier bonus
rawDamage *= difficulty; // combat difficulty setting (75 if wimpy, 100 if normal or if attacker is player, 125 if rough)
rawDamage /= 100;
resistedDamage = calcDR * rawDamage;
resistedDamage /= 100;
rawDamage -= resistedDamage;
if (rawDamage > 0) then begin
display_msg("YAAM: Bullet " + i + " dmg=" + rawDamage);
accumulatedDamage += rawDamage;
end
end
return accumulatedDamage;
end
/*
HOOK_ITEMDAMAGE
Runs when retrieving the damage rating of the player's used weapon. (Which may be their fists.)
int arg0 - The default min damage
int arg1 - The default max damage
Item arg2 - The weapon used (0 if unarmed)
Critter arg3 - The critter doing the attacking
int arg4 - The type of attack
int arg5 - non-zero if this is an attack using a melee weapon
int ret0 - Either the damage to be used, if ret1 isn't given, or the new minimum damage if it is
int ret1 - The new maximum damage
*/
procedure itemdamage_handler begin
item_damage_min := get_sfall_arg;
item_damage_max := get_sfall_arg;
item_damage_weapon := get_sfall_arg;
item_damage_attacker := get_sfall_arg;
//hit_mode := get_sfall_arg,
//isMelee := get_sfall_arg;
display_msg("itemdamage: " + item_damage_min + "-" + item_damage_max);
end
procedure item_w_subtype(variable weapon, variable hit_mode) begin
variable attack_mode, type := WEAPON_TYPE_UNARMED;
if weapon and (hit_mode <= ATKTYPE_RWEP2) then begin
attack_mode := weapon_attack_mode(obj_pid(weapon), hit_mode);
if (attack_mode >= ATTACK_MODE_SINGLE) then
type := WEAPON_TYPE_RANGED;
else if (attack_mode == ATTACK_MODE_THROW) then
type := WEAPON_TYPE_THROWN;
else if (attack_mode >= ATTACK_MODE_SWING) then
type := WEAPON_TYPE_MELEE;
else if (attack_mode == ATTACK_MODE_NONE) then
type := WEAPON_TYPE_NONE;
end
return type;
end
procedure get_ammo_value(variable weapon, variable param) begin
variable pid := -1, value := 0; // default DR value
if weapon then begin
pid := get_weapon_ammo_pid(weapon);
if (pid > -1) then value := get_proto_data(pid, param);
end
if (pid == -1 and param != PROTO_AM_DR_MOD) then value := 1; // default value for Mult/Div
return value;
end