summaryrefslogtreecommitdiff
path: root/src/game/tremulous.h
blob: 2c680066722ec2230a034163bcc35d8c52d666b0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
/*
 *  Portions Copyright (C) 2000-2001 Tim Angus
 *
 *  This program is free software; you can redistribute it and/or modify it
 *  under the terms of the OSML - Open Source Modification License v1.0 as
 *  described in the file COPYING which is distributed with this source
 *  code.
 *
 *  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.
 */
 

/*
 * ALIEN weapons
 *
 * _REPEAT  - time in msec until the weapon can be used again
 * _DMG     - amount of damage the weapon does
 *
 * ALIEN_WDMG_MODIFIER - overall damage modifier for coarse tuning
 * 
 */

#define ALIEN_WDMG_MODIFIER         1.0f
#define ADM(d)                      ((int)((float)d*ALIEN_WDMG_MODIFIER))

#define ABUILDER_BUILD_REPEAT       500
#define ABUILDER_CLAW_DMG           ADM(25)
#define ABUILDER_CLAW_RANGE         32.0f
#define ABUILDER_CLAW_REPEAT        1000
#define ABUILDER_BASE_DELAY         9000
#define ABUILDER_ADV_DELAY          4000

#define SOLDIER_BITE_DMG            ADM(34)
#define SOLDIER_BITE_RANGE          32.0f
#define SOLDIER_BITE_REPEAT         500

#define DRAGOON_CLAW_DMG            ADM(75)
#define DRAGOON_CLAW_RANGE          32.0f
#define DRAGOON_CLAW_REPEAT         750
#define DRAGOON_CLAW_U_REPEAT       750
#define DRAGOON_POUNCE_DMG          ADM(100)
#define DRAGOON_POUNCE_RANGE        48.0f
#define DRAGOON_POUNCE_SPEED        750
#define DRAGOON_POUNCE_SPEED_MOD    0.75f
#define DRAGOON_POUNCE_TIME         1000
#define DRAGOON_SLOWBLOB_DMG        ADM(20)
#define DRAGOON_SLOWBLOB_REPEAT     1000
#define DRAGOON_SLOWBLOB_SPEED      800.0f
#define DRAGOON_SLOWBLOB_SPEED_MOD  0.5f
#define DRAGOON_SLOWBLOB_TIME       5000

#define HYDRA_CLAW_DMG              ADM(50)
#define HYDRA_CLAW_RANGE            32.0f
#define HYDRA_CLAW_REPEAT           500
#define HYDRA_CLAW_U_REPEAT         500
#define HYDRA_GRAB_RANGE            32.0f
#define HYDRA_GRAB_TIME             1000
#define HYDRA_PCLOUD_DMG            ADM(5)
#define HYDRA_PCLOUD_RANGE          200.0f
#define HYDRA_PCLOUD_REPEAT         1000
#define HYDRA_PCLOUD_TIME           10000

#define CHIMERA_CLAW_DMG            ADM(75)
#define CHIMERA_CLAW_RANGE          32.0f
#define CHIMERA_CLAW_REPEAT         400
#define CHIMERA_CLAW_U_REPEAT       300
#define CHIMERA_AREAZAP_DMG         ADM(125)
#define CHIMERA_AREAZAP_RANGE       200.0f
#define CHIMERA_AREAZAP_REPEAT      1500
#define CHIMERA_DIRECTZAP_DMG       ADM(125)
#define CHIMERA_DIRECTZAP_RANGE     200.0f
#define CHIMERA_DIRECTZAP_REPEAT    1500

#define BMOFO_CLAW_DMG              ADM(150)
#define BMOFO_CLAW_RANGE            64.0f
#define BMOFO_CLAW_REPEAT           750
#define BMOFO_KNOCK_RANGE           200.0f
#define BMOFO_KNOCK_REPEAT          3000
#define BMOFO_KOVER_TIME            2000
#define BMOFO_GETUP_TIME            1000
#define BMOFO_REGEN_RANGE           200.0f
#define BMOFO_REGEN_MOD             2.0f



/*
 * ALIEN classes
 *
 * _SPEED   - fraction of Q3A run speed the class can move
 * _TTE     - time in msec for the class to evolve to another
 * _REGEN   - health per second regained
 *
 * ALIEN_HLTH_MODIFIER - overall health modifier for coarse tuning
 * 
 */

#define ALIEN_HLTH_MODIFIER         1.0f
#define AHM(h)                      ((int)((float)h*ALIEN_HLTH_MODIFIER))

#define ABUILDER_SPEED              0.8f
#define ABUILDER_TTE                2000
#define ABUILDER_VALUE              50
#define ABUILDER_HEALTH             AHM(50)
#define ABUILDER_REGEN              5

#define ABUILDER_UPG_SPEED          1.0f
#define ABUILDER_UPG_VALUE          120
#define ABUILDER_UPG_HEALTH         AHM(75)
#define ABUILDER_UPG_REGEN          7

#define SOLDIER_SPEED               1.5f
#define SOLDIER_TTE                 2000
#define SOLDIER_VALUE               50
#define SOLDIER_HEALTH              AHM(25)
#define SOLDIER_REGEN               2

#define DRAGOON_SPEED               1.5f
#define DRAGOON_TTE                 3000
#define DRAGOON_VALUE               100
#define DRAGOON_HEALTH              AHM(50)
#define DRAGOON_REGEN               5

#define DRAGOON_UPG_SPEED           1.5f
#define DRAGOON_UPG_TTE             3000
#define DRAGOON_UPG_VALUE           120
#define DRAGOON_UPG_HEALTH          AHM(60)
#define DRAGOON_UPG_REGEN           6

#define HYDRA_SPEED                 1.5f
#define HYDRA_TTE                   3000
#define HYDRA_VALUE                 200
#define HYDRA_HEALTH                AHM(100)
#define HYDRA_REGEN                 10

#define HYDRA_UPG_SPEED             1.5f
#define HYDRA_UPG_TTE               3000
#define HYDRA_UPG_VALUE             240
#define HYDRA_UPG_HEALTH            AHM(120)
#define HYDRA_UPG_REGEN             12

#define CHIMERA_SPEED               1.3f
#define CHIMERA_TTE                 3000
#define CHIMERA_VALUE               300
#define CHIMERA_HEALTH              AHM(200)
#define CHIMERA_REGEN               15

#define CHIMERA_UPG_SPEED           1.3f
#define CHIMERA_UPG_TTE             3000
#define CHIMERA_UPG_VALUE           360
#define CHIMERA_UPG_HEALTH          AHM(250)
#define CHIMERA_UPG_REGEN           20

#define BMOFO_SPEED                 1.2f
#define BMOFO_VALUE                 400
#define BMOFO_HEALTH                AHM(400)
#define BMOFO_REGEN                 30



/*
 * ALIEN buildables
 *
 * _BP            - build points required for this buildable
 * _REGEN         - the amount of health per second regained
 * _SPLASHDAMGE   - the amount of damage caused by this buildable when melting
 * _SPLASHRADIUS  - the radius around which it does this damage
 *
 * CREEP_BASESIZE - the maximum distance a buildable can be from an egg/overmind
 * ALIEN_BHLTH_MODIFIER - overall health modifier for coarse tuning
 * 
 */

#define ALIEN_BHLTH_MODIFIER        1.0f
#define ABHM(h)                     ((int)((float)h*ALIEN_BHLTH_MODIFIER))

#define CREEP_BASESIZE              360 

#define ASPAWN_BP                   100
#define ASPAWN_HEALTH               ABHM(500)
#define ASPAWN_REGEN                25
#define ASPAWN_SPLASHDAMAGE         50
#define ASPAWN_SPLASHRADIUS         50
#define ASPAWN_CREEPSIZE            120

#define BARRICADE_BP                80
#define BARRICADE_HEALTH            ABHM(250)
#define BARRICADE_REGEN             50
#define BARRICADE_SPLASHDAMAGE      50
#define BARRICADE_SPLASHRADIUS      50
#define BARRICADE_CREEPSIZE         120

#define BOOSTER_BP                  120
#define BOOSTER_HEALTH              ABHM(200)
#define BOOSTER_REGEN               10
#define BOOSTER_SPLASHDAMAGE        50
#define BOOSTER_SPLASHRADIUS        50
#define BOOSTER_CREEPSIZE           120
#define BOOSTER_INTERVAL            30000 //time in msec between uses (per player)

#define ACIDTUBE_BP                 50
#define ACIDTUBE_HEALTH             ABHM(100)
#define ACIDTUBE_REGEN              10
#define ACIDTUBE_SPLASHDAMAGE       50
#define ACIDTUBE_SPLASHRADIUS       200
#define ACIDTUBE_CREEPSIZE          120
#define ACIDTUBE_RANGE              200.0f
#define ACIDTUBE_REPEAT             10000

#define TRAPPER_BP                  150
#define TRAPPER_HEALTH              ABHM(80)
#define TRAPPER_REGEN               8
#define TRAPPER_SPLASHDAMAGE        20
#define TRAPPER_SPLASHRADIUS        100
#define TRAPPER_CREEPSIZE           30
#define TRAPPER_RANGE               400
#define TRAPPER_REPEAT              1000
#define LOCKBLOB_SPEED              500
#define LOCKBLOB_DOT                0.85f // max angle = acos( LOCKBLOB_DOT )

#define OVERMIND_BP                 0
#define OVERMIND_HEALTH             ABHM(1000)
#define OVERMIND_REGEN              50
#define OVERMIND_SPLASHDAMAGE       100
#define OVERMIND_SPLASHRADIUS       300
#define OVERMIND_CREEPSIZE          120
#define OVERMIND_ATTACK_RANGE       150.0f
#define OVERMIND_ATTACK_REPEAT      1000

#define HOVEL_BP                    80
#define HOVEL_HEALTH                ABHM(750)
#define HOVEL_REGEN                 150
#define HOVEL_SPLASHDAMAGE          20
#define HOVEL_SPLASHRADIUS          200
#define HOVEL_CREEPSIZE             120

#define OBANK_BP                    80
#define OBANK_HEALTH                ABHM(100)
#define OBANK_REGEN                 10
#define OBANK_SPLASHDAMAGE          20
#define OBANK_SPLASHRADIUS          100
#define OBANK_CREEPSIZE             120



/*
 * ALIEN misc
 *
 * ALIENSENSE_RANGE - the distance alien sense is useful for
 * 
 */

#define ALIENSENSE_RANGE            1000.0f
#define ALIENSTAGE2_HLTH_MODIFIER   1.2f
#define ALIENSTAGE3_HLTH_MODIFIER   1.5f



/*
 * HUMAN weapons
 *
 * _REPEAT  - time between firings
 * _RELOAD  - time needed to reload
 * _PRICE   - amount in credits weapon costs
 *
 * HUMAN_WDMG_MODIFIER - overall damage modifier for coarse tuning
 * 
 */

#define HUMAN_WDMG_MODIFIER         1.0f
#define HDM(d)                      ((int)((float)d*HUMAN_WDMG_MODIFIER))

#define RIFLE_CLIPSIZE              30
#define RIFLE_SPAWNCLIPS            3
#define RIFLE_MAXCLIPS              3
#define RIFLE_REPEAT                100
#define RIFLE_RELOAD                2000
#define RIFLE_PRICE                 100
#define RIFLE_SPREAD                200
#define RIFLE_DMG                   HDM(7)

#define CHAINGUN_BULLETS            300
#define CHAINGUN_REPEAT             50
#define CHAINGUN_PRICE              200
#define CHAINGUN_SPREAD             1200
#define CHAINGUN_DMG                HDM(14)

#define FLAMER_GAS                  400
#define FLAMER_REPEAT               300
#define FLAMER_PRICE                300
#define FLAMER_DMG                  HDM(30)
#define FLAMER_RADIUS               50
#define FLAMER_LIFETIME             1000.0f
#define FLAMER_SPEED                200.0f
#define FLAMER_LAG                  0.5f  //the amount of player velocity that is added to the fireball

#define MDRIVER_CLIPSIZE            5
#define MDRIVER_SPAWNCLIPS          2
#define MDRIVER_MAXCLIPS            3
#define MDRIVER_PRICE               300
#define MDRIVER_DMG                 HDM(50)
#define MDRIVER_REPEAT              1000
#define MDRIVER_RELOAD              2000

#define PRIFLE_CLIPS                50
#define PRIFLE_SPAWNCLIPS           3
#define PRIFLE_MAXCLIPS             3
#define PRIFLE_PRICE                250
#define PRIFLE_REPEAT               50
#define PRIFLE_RELOAD               2000
#define PRIFLE_DMG                  HDM(20)
#define PRIFLE_SPEED                1500

#define LCANON_PRICE                400
#define LCANON_AMMO                 30
#define LCANON_REPEAT               500
#define LCANON_CHARGEREPEAT         1000
#define LCANON_RELOAD               2000
#define LCANON_DAMAGE               HDM(200)
#define LCANON_SECONDARY_DAMAGE     20
#define LCANON_SPEED                250
#define LCANON_CHARGE_TIME          2000

#define LASGUN_PRICE                200
#define LASGUN_AMMO                 300
#define LASGUN_REPEAT               100
#define LASGUN_RELOAD               2000
#define LASGUN_DAMAGE               HDM(10)

#define PAINSAW_PRICE               100
#define PAINSAW_REPEAT              75
#define PAINSAW_DAMAGE              HDM(5)
#define PAINSAW_RANGE               32

#define HBUILD_PRICE                100
#define HBUILD_REPEAT               1000
#define HBUILD_DELAY                9000

#define HBUILD2_PRICE               200
#define HBUILD2_REPEAT              1000
#define HBUILD2_DELAY               4000



/*
 * HUMAN upgrades
 */

#define CHESTARMOUR_PRICE           75

#define LIMBARMOUR_PRICE            50

#define HELMET_PRICE                90
#define HELMET_RANGE                1000.0f

#define ANTITOXIN_PRICE             20

#define BATTPACK_PRICE              100
#define BATTPACK_MODIFIER           2.0f //modifier for extra energy storage available

#define JETPACK_PRICE               120
#define JETPACK_FLOAT_SPEED         48.0f //up movement speed
#define JETPACK_SINK_SPEED          96.0f //down movement speed

#define BSUIT_PRICE                 200

#define MGCLIP_PRICE                0

#define CGAMMO_PRICE                0

#define GAS_PRICE                   0



/*
 * HUMAN buildables
 *
 * _BP            - build points required for this buildable
 * _SPLASHDAMGE   - the amount of damage caused by this buildable when it blows up
 * _SPLASHRADIUS  - the radius around which it does this damage 
 *
 * REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor
 * REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater
 * HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning
 * 
 */

#define HUMAN_BHLTH_MODIFIER        1.0f
#define HBHM(h)                     ((int)((float)h*HUMAN_BHLTH_MODIFIER))

#define REACTOR_BASESIZE            1000
#define REPEATER_BASESIZE           500
#define HUMAN_DETONATION_DELAY      5000

#define HSPAWN_BP                   100
#define HSPAWN_HEALTH               HBHM(500)
#define HSPAWN_SPLASHDAMAGE         50
#define HSPAWN_SPLASHRADIUS         100

#define MEDISTAT_BP                 80
#define MEDISTAT_HEALTH             HBHM(200)
#define MEDISTAT_SPLASHDAMAGE       50
#define MEDISTAT_SPLASHRADIUS       100
#define MAX_MEDISTAT_CLIENTS        1

#define ADVMEDISTAT_BP              120
#define ADVMEDISTAT_HEALTH          HBHM(300)
#define ADVMEDISTAT_SPLASHDAMAGE    75
#define ADVMEDISTAT_SPLASHRADIUS    100
#define MAX_ADVMEDISTAT_CLIENTS     3

#define MGTURRET_BP                 80
#define MGTURRET_HEALTH             HBHM(100)
#define MGTURRET_SPLASHDAMAGE       50
#define MGTURRET_SPLASHRADIUS       1000
#define MGTURRET_ANGULARSPEED       20  //degrees/think ~= 200deg/sec
#define MGTURRET_ACCURACYTOLERANCE  MGTURRET_ANGULARSPEED / 2 //angular difference for turret to fire
#define MGTURRET_VERTICALCAP        30  // +/- maximum pitch
#define MGTURRET_REPEAT             50
#define MGTURRET_RANGE              200

#define TESLAGEN_BP                 100
#define TESLAGEN_HEALTH             HBHM(200)
#define TESLAGEN_SPLASHDAMAGE       50
#define TESLAGEN_SPLASHRADIUS       100
#define TESLAGEN_REPEAT             150
#define TESLAGEN_RANGE              1500

#define DC_BP                       80
#define DC_HEALTH                   HBHM(150)
#define DC_SPLASHDAMAGE             50
#define DC_SPLASHRADIUS             100

#define BANK_BP                     80
#define BANK_HEALTH                 HBHM(100)
#define BANK_SPLASHDAMAGE           50
#define BANK_SPLASHRADIUS           100

#define ARMOURY_BP                  100
#define ARMOURY_HEALTH              HBHM(175)
#define ARMOURY_SPLASHDAMAGE        50
#define ARMOURY_SPLASHRADIUS        100

#define REACTOR_BP                  0
#define REACTOR_HEALTH              HBHM(1000)
#define REACTOR_SPLASHDAMAGE        200
#define REACTOR_SPLASHRADIUS        300

#define REPEATER_BP                 100
#define REPEATER_HEALTH             HBHM(200)
#define REPEATER_SPLASHDAMAGE       50
#define REPEATER_SPLASHRADIUS       100

#define ENERGY_REFIL_TIME           500 //1/2 second between every clip refil

#define FLOATMINE_BP                50
#define FLOATMINE_HEALTH            HBHM(10)
#define FLOATMINE_SPLASHDAMAGE      250
#define FLOATMINE_SPLASHRADIUS      500

/*
 * HUMAN misc
 */

#define HUMAN_JOG_MODIFIER          0.8f
#define HUMAN_BACK_MODIFIER         0.5f
#define HUMAN_SIDE_MODIFIER         0.75f

#define STAMINA_STOP_RESTORE        10
#define STAMINA_WALK_RESTORE        5
#define STAMINA_SPRINT_TAKE         10
#define STAMINA_LARMOUR_TAKE        5