//------------------------------------------------------------------------- /* Copyright (C) 1997, 2005 - 3D Realms Entertainment This file is part of Shadow Warrior version 1.2 Shadow Warrior 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. This program 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 this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Original Source: 1997 - Frank Maddin and Jim Norwood Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms */ //------------------------------------------------------------------------- #ifdef DAMAGE_TABLE #define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \ { init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, -1, -1 }, #define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup ) \ { init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup }, #endif #ifdef DAMAGE_ENUM #define DAMAGE_ENTRY(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon) \ id, #define DAMAGE_ENTRY_WPN(id, init_func, damage_lo, damage_hi, radius, max_ammo, min_ammo, with_weapon, weapon_pickup, ammo_pickup ) \ id, #endif // DAMAGES //////////////////////////////////////////////////////////////////// // weapon DAMAGE_ENTRY(WPN_FIST, InitWeaponFist, 10, 40, 0, -1, -1, -1) DAMAGE_ENTRY_WPN(WPN_STAR, InitWeaponStar, 5, 10, 0, 99, 3, -1, 9, -1) DAMAGE_ENTRY_WPN(WPN_SHOTGUN, InitWeaponShotgun, 4, 4, 0, 52, 1, -1, 8, 24) DAMAGE_ENTRY_WPN(WPN_UZI, InitWeaponUzi, 5, 7, 0, 200, 1, -1, 50, 50) DAMAGE_ENTRY_WPN(WPN_MICRO, InitWeaponMicro, 15, 30, 0, 50, 1, -1, 5, 5) DAMAGE_ENTRY_WPN(WPN_GRENADE, InitWeaponGrenade, 15, 30, 0, 50, 1, -1, 6, 8) DAMAGE_ENTRY_WPN(WPN_MINE, InitWeaponMine, 5, 10, 0, 20, 1, -1, 5, -1) DAMAGE_ENTRY_WPN(WPN_RAIL, InitWeaponRail, 40, 60, 0, 20, 1, -1, 10, 10) DAMAGE_ENTRY_WPN(WPN_HOTHEAD, InitWeaponHothead, 10, 25, 0, 80, 1, -1, 30, 60) DAMAGE_ENTRY_WPN(WPN_HEART, InitWeaponHeart, 75, 100, 0, 5, 1, -1, 1, 6) DAMAGE_ENTRY(WPN_NAPALM, InitWeaponHothead, 50, 100, 0, 100, 40, WPN_HOTHEAD) DAMAGE_ENTRY(WPN_RING, InitWeaponHothead, 15, 50, 0, 100, 20, WPN_HOTHEAD) DAMAGE_ENTRY(WPN_ROCKET, InitWeaponMicro, 30, 60, 0, 100, 1, WPN_MICRO) DAMAGE_ENTRY(WPN_SWORD, InitWeaponSword, 50, 80, 0, -1, -1, -1) // extra weapons connected to other // spell DAMAGE_ENTRY(DMG_NAPALM, nullptr, 90, 150, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_MIRV_METEOR, nullptr, 35, 65, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_SERP_METEOR, nullptr, 7, 15, 0, -1, -1, -1) // radius damage DAMAGE_ENTRY(DMG_ELECTRO_SHARD, nullptr, 2, 6, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_SECTOR_EXP, nullptr, 50, 100, 3200, -1, -1, -1) DAMAGE_ENTRY(DMG_BOLT_EXP, nullptr, 80, 160, 3200, -1, -1, -1) DAMAGE_ENTRY(DMG_TANK_SHELL_EXP, nullptr, 80, 200, 4500, -1, -1, -1) DAMAGE_ENTRY(DMG_FIREBALL_EXP, nullptr, -1, -1, 1000, -1, -1, -1) DAMAGE_ENTRY(DMG_NAPALM_EXP, nullptr, 60, 90, 3200, -1, -1, -1) DAMAGE_ENTRY(DMG_SKULL_EXP, nullptr, 40, 75, 4500, -1, -1, -1) DAMAGE_ENTRY(DMG_BASIC_EXP, nullptr, 10, 25, 1000, -1, -1, -1) DAMAGE_ENTRY(DMG_GRENADE_EXP, nullptr, 70, 140, 6500, -1, -1, -1) DAMAGE_ENTRY(DMG_MINE_EXP, nullptr, 85, 115, 6500, -1, -1, -1) DAMAGE_ENTRY(DMG_MINE_SHRAP, nullptr, 15, 30, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_MICRO_EXP, nullptr, 50, 100, 4500, -1, -1, -1) DAMAGE_ENTRY_WPN(DMG_NUCLEAR_EXP, nullptr, 0, 800, 30000, -1, -1, -1, 1, 5) DAMAGE_ENTRY(DMG_RADIATION_CLOUD, nullptr, 2, 6, 5000, -1, -1, -1) DAMAGE_ENTRY(DMG_FLASHBOMB, nullptr, 100, 150, 16384, -1, -1, -1) DAMAGE_ENTRY(DMG_FIREBALL_FLAMES, nullptr, 2, 6, 300, -1, -1, -1) // actor DAMAGE_ENTRY(DMG_RIPPER_SLASH, nullptr, 10, 30, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_SKEL_SLASH, nullptr, 10, 20, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_COOLG_BASH, nullptr, 10, 20, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_COOLG_FIRE, nullptr, 15, 30, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_GORO_CHOP, nullptr, 20, 40, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_GORO_FIREBALL, nullptr, 5, 20, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_SERP_SLASH, nullptr, 75, 75, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_LAVA_BOULDER, nullptr, 100, 100, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_LAVA_SHARD, nullptr, 25, 25, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_HORNET_STING, nullptr, 5, 10, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_EEL_ELECTRO, nullptr, 10, 40, 3400, -1, -1, -1) // misc DAMAGE_ENTRY(DMG_SPEAR_TRAP, nullptr, 15, 20, 0, -1, -1, -1) DAMAGE_ENTRY(DMG_VOMIT, nullptr, 5, 15, 0, -1, -1, -1) // inanimate objects DAMAGE_ENTRY(DMG_BLADE, nullptr, 10, 20, 0, -1, -1, -1) DAMAGE_ENTRY(MAX_WEAPONS, nullptr, 10, 20, 0, -1, -1, -1) #undef DAMAGE_ENTRY #undef DAMAGE_ENTRY_WPN