raze/source/games/sw/src/damage.h
Christoph Oelckers c24aafd3d6 - SW: game.h cleanup
Turned almost all #defines into enums or inline functions, removed unused declarations and all leftover MONO_PRINT fragments elsewhere.
2021-12-30 09:58:13 +01:00

108 lines
6.2 KiB
C

//-------------------------------------------------------------------------
/*
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_WEAPONDEF, nullptr, 10, 20, 0, -1, -1, -1)
#undef DAMAGE_ENTRY
#undef DAMAGE_ENTRY_WPN