SystemK/Game/Weapons.c
2025-01-25 13:45:14 -06:00

171 lines
4.9 KiB
C

/*
* This program source code file is part of SystemK, a library in the KTag project.
*
* 🛡️ <https://ktag.clubk.club> 🃞
*
* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU Affero General Public License as published by the Free
* Software Foundation, either version 3 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 Affero General Public License for more
* details.
*
* There should be a copy of the GNU Affero General Public License in the LICENSE
* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
*/
#include "SystemK.h"
//! All the weapons, in the same order as #WeaponID_t.
Weapon_t WeaponsByID[NUMBER_OF_WEAPONS] =
{
// Test Pattern
{
.ID = TEST_PATTERN_ID,
.Type = ENERGY,
.Protocol = TEST_PROTOCOL,
.Damage_Per_Shot = 1,
.Shots_Per_Reload = UINT16_MAX,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 1000,
.Time_To_Reload_in_ms = 0
},
// Bayonette
{
.ID = BAYONETTE_ID,
.Type = EDGE,
.Protocol = MILES_TAG_II_PROTOCOL, // For now...
.Damage_Per_Shot = 1,
.Shots_Per_Reload = UINT16_MAX,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 1000,
.Time_To_Reload_in_ms = 0
},
// Pistol
{
.ID = PISTOL_ID,
.Type = PROJECTILE,
.Protocol = MILES_TAG_II_PROTOCOL, // For now...
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 8,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// Shotgun
{
.ID = SHOTGUN_ID,
.Type = PROJECTILE,
.Protocol = MILES_TAG_II_PROTOCOL, // For now...
.Damage_Per_Shot = 20,
.Shots_Per_Reload = 2,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 500,
.Time_To_Reload_in_ms = 10000
},
// Rifle
{
.ID = RIFLE_ID,
.Type = PROJECTILE,
.Protocol = MILES_TAG_II_PROTOCOL, // For now...
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 8,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 5000
},
// Machine Gun
{
.ID = MACHINE_GUN_ID,
.Type = PROJECTILE,
.Protocol = MILES_TAG_II_PROTOCOL, // For now...
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 250,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 0,
.Time_To_Reload_in_ms = 2*60*1000
},
// Nerf Laser Ops Pro
{
.ID = NERF_LASER_OPS_ID,
.Type = ENERGY,
.Protocol = NERF_LASER_OPS_PRO_PROTOCOL,
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 10,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// Nerf Laser Strike Blaster
{
.ID = NERF_LASER_STRIKE_BLASTER_ID,
.Type = ENERGY,
.Protocol = NERF_LASER_STRIKE_PROTOCOL,
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 12,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// Nerf Phoenix LTX
{
.ID = NERF_PHOENIX_LTX_ID,
.Type = ENERGY,
.Protocol = NERF_PHOENIX_LTX_PROTOCOL,
.Damage_Per_Shot = 10,
.Shots_Per_Reload = 10,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// Squad Hero Pistol
{
.ID = SQUAD_HERO_PISTOL,
.Type = ENERGY,
.Protocol = SQUAD_HERO_PROTOCOL,
.Damage_Per_Shot = 1,
.Shots_Per_Reload = 10,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// Laser X
{
.ID = LASER_X_ID,
.Type = ENERGY,
.Protocol = LASER_X_PROTOCOL,
.Damage_Per_Shot = 1,
.Shots_Per_Reload = 10,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
},
// The Dubuque Protocol
{
.ID = LASER_X_ID,
.Type = ENERGY,
.Protocol = DUBUQUE_PROTOCOL,
.Damage_Per_Shot = 1,
.Shots_Per_Reload = 10,
.Delay_Before_Sending_Shot_in_ms = 0,
.Time_Between_Shots_in_ms = 300,
.Time_To_Reload_in_ms = 3000
}
};