This was done to support the new KTag Konfigurator app, which Jack created for his Senior Design project. Co-authored-by: Joe Kearney <joe@clubk.club> Reviewed-on: #2
171 lines
4.9 KiB
C
171 lines
4.9 KiB
C
/*
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* This program source code file is part of SystemK, a library in the KTag project.
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*
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* 🛡️ <https://ktag.clubk.club> 🃞
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*
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* Copyright © 2016-2025 Joseph P. Kearney and the KTag developers.
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*
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* This program is free software: you can redistribute it and/or modify it under
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* the terms of the GNU Affero General Public License as published by the Free
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* Software Foundation, either version 3 of the License, or (at your option) any
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* later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more
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* details.
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*
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* There should be a copy of the GNU Affero General Public License in the LICENSE
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* file in the root of this repository. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SystemK.h"
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//! All the weapons, in the same order as #WeaponID_t.
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Weapon_t WeaponsByID[NUMBER_OF_WEAPONS] =
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{
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// Test Pattern
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{
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.ID = TEST_PATTERN_ID,
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.Type = ENERGY,
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.Protocol = TEST_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = UINT16_MAX,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 1000,
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.Time_To_Reload_in_ms = 0
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},
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// Bayonette
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{
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.ID = BAYONETTE_ID,
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.Type = EDGE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = UINT16_MAX,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 1000,
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.Time_To_Reload_in_ms = 0
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},
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// Pistol
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{
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.ID = PISTOL_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 8,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Shotgun
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{
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.ID = SHOTGUN_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 20,
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.Shots_Per_Reload = 2,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 500,
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.Time_To_Reload_in_ms = 10000
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},
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// Rifle
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{
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.ID = RIFLE_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 8,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 5000
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},
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// Machine Gun
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{
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.ID = MACHINE_GUN_ID,
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.Type = PROJECTILE,
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.Protocol = MILES_TAG_II_PROTOCOL, // For now...
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 250,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 0,
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.Time_To_Reload_in_ms = 2*60*1000
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},
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// Nerf Laser Ops Pro
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{
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.ID = NERF_LASER_OPS_ID,
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.Type = ENERGY,
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.Protocol = NERF_LASER_OPS_PRO_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Nerf Laser Strike Blaster
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{
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.ID = NERF_LASER_STRIKE_BLASTER_ID,
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.Type = ENERGY,
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.Protocol = NERF_LASER_STRIKE_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 12,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Nerf Phoenix LTX
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{
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.ID = NERF_PHOENIX_LTX_ID,
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.Type = ENERGY,
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.Protocol = NERF_PHOENIX_LTX_PROTOCOL,
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.Damage_Per_Shot = 10,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Squad Hero Pistol
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{
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.ID = SQUAD_HERO_PISTOL,
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.Type = ENERGY,
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.Protocol = SQUAD_HERO_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// Laser X
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{
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.ID = LASER_X_ID,
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.Type = ENERGY,
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.Protocol = LASER_X_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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},
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// The Dubuque Protocol
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{
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.ID = DUBUQUE_PROTOCOL_ID,
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.Type = ENERGY,
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.Protocol = DUBUQUE_PROTOCOL,
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.Damage_Per_Shot = 1,
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.Shots_Per_Reload = 10,
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.Delay_Before_Sending_Shot_in_ms = 0,
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.Time_Between_Shots_in_ms = 300,
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.Time_To_Reload_in_ms = 3000
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}
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};
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