[SWIRL] Current tremulous.h file

The tremulous.h file is used for setting and fine-tuning many hard coded game play related values. Below is the current tremulous.h file used in the swirl game mode. Expect many changes to this file over the near future as we continue to develop this game mode.

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/


/*
 * 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(20)
#define ABUILDER_CLAW_RANGE         64.0f
#define ABUILDER_CLAW_WIDTH         4.0f
#define ABUILDER_CLAW_REPEAT        1000
#define ABUILDER_CLAW_K_SCALE       1.0f
#define ABUILDER_BLOB_DMG           ADM(4)
#define ABUILDER_BLOB_REPEAT        1000
#define ABUILDER_BLOB_SPEED         800.0f
#define ABUILDER_BLOB_SPEED_MOD     0.5f
#define ABUILDER_BLOB_TIME          2000
#define ABUILDER_BLOB_LIFETIME      15000

#define LEVEL0_BITE_DMG             ADM(48)
#define LEVEL0_BITE_RANGE           64.0f
#define LEVEL0_BITE_WIDTH           6.0f
#define LEVEL0_BITE_REPEAT          500
#define LEVEL0_BITE_K_SCALE         1.0f

#define LEVEL1_CLAW_DMG             ADM(32)
#define LEVEL1_CLAW_RANGE           96.0f
#define LEVEL1_CLAW_U_RANGE         LEVEL1_CLAW_RANGE + 3.0f
#define LEVEL1_CLAW_WIDTH           10.0f
#define LEVEL1_CLAW_REPEAT          600
#define LEVEL1_CLAW_U_REPEAT        500
#define LEVEL1_CLAW_K_SCALE         1.0f
#define LEVEL1_CLAW_U_K_SCALE       1.0f
#define LEVEL1_GRAB_RANGE           LEVEL1_CLAW_RANGE
#define LEVEL1_GRAB_U_RANGE         LEVEL1_GRAB_RANGE + 3.0f
#define LEVEL1_GRAB_TIME            300
#define LEVEL1_GRAB_U_TIME          300
#define LEVEL1_PCLOUD_DMG           ADM(4)
#define LEVEL1_PCLOUD_RANGE         120.0f
#define LEVEL1_PCLOUD_REPEAT        2000
#define LEVEL1_PCLOUD_TIME          10000
#define LEVEL1_REGEN_MOD            (2.0f)
#define LEVEL1_UPG_REGEN_MOD        (3.0f)
#define LEVEL1_REGEN_SCOREINC       AVM(100) // score added for healing per 10s
#define LEVEL1_UPG_REGEN_SCOREINC   AVM(200)

#define LEVEL2_CLAW_DMG             ADM(40)
#define LEVEL2_CLAW_RANGE           80.0f
#define LEVEL2_CLAW_U_RANGE         LEVEL2_CLAW_RANGE + 2.0f
#define LEVEL2_CLAW_WIDTH           14.0f
#define LEVEL2_CLAW_REPEAT          500
#define LEVEL2_CLAW_K_SCALE         1.0f
#define LEVEL2_CLAW_U_REPEAT        400
#define LEVEL2_CLAW_U_K_SCALE       1.0f
#define LEVEL2_AREAZAP_DMG          ADM(60)
#define LEVEL2_AREAZAP_RANGE        200.0f
#define LEVEL2_AREAZAP_CHAIN_RANGE  150.0f
#define LEVEL2_AREAZAP_CHAIN_FALLOFF 8.0f
#define LEVEL2_AREAZAP_WIDTH        15.0f
#define LEVEL2_AREAZAP_REPEAT       1500
#define LEVEL2_AREAZAP_TIME         1000
#define LEVEL2_AREAZAP_MAX_TARGETS  5
#define LEVEL2_WALLJUMP_MAXSPEED    1000.0f

#define LEVEL3_CLAW_DMG             ADM(80)
#define LEVEL3_CLAW_RANGE           96.0f
#define LEVEL3_CLAW_UPG_RANGE       LEVEL3_CLAW_RANGE // + 3.0f          
#define LEVEL3_CLAW_WIDTH           16.0f
#define LEVEL3_CLAW_REPEAT          700
#define LEVEL3_CLAW_K_SCALE         1.0f
#define LEVEL3_CLAW_U_REPEAT        600
#define LEVEL3_CLAW_U_K_SCALE       1.0f
#define LEVEL3_POUNCE_DMG           ADM(80)
#define LEVEL3_POUNCE_RANGE         72.0f
#define LEVEL3_POUNCE_UPG_RANGE     LEVEL3_POUNCE_RANGE + 3.0f
#define LEVEL3_POUNCE_WIDTH         16.0f
#define LEVEL3_POUNCE_TIME          700      // msec for full Dragoon pounce
#define LEVEL3_POUNCE_TIME_UPG      700      // msec for full Adv. Dragoon pounce
#define LEVEL3_POUNCE_TIME_MIN      200      // msec before which pounce cancels  
#define LEVEL3_POUNCE_REPEAT        400      // msec before a new pounce starts
#define LEVEL3_POUNCE_SPEED_MOD     0.75f    // walking speed modifier for pounce charging
#define LEVEL3_POUNCE_JUMP_MAG      700      // Dragoon pounce jump power
#define LEVEL3_POUNCE_JUMP_MAG_UPG  800      // Adv. Dragoon pounce jump power
#define LEVEL3_BOUNCEBALL_DMG       ADM(110)
#define LEVEL3_BOUNCEBALL_REPEAT    1000
#define LEVEL3_BOUNCEBALL_SPEED     1000.0f
#define LEVEL3_BOUNCEBALL_RADIUS    0
#define LEVEL3_BOUNCEBALL_REGEN     12500    // msec until new barb
#define LEVEL3_BOUNCEBALL_LIFETIME  3000

#define LEVEL4_CLAW_DMG             ADM(100)
#define LEVEL4_CLAW_RANGE           128.0f
#define LEVEL4_CLAW_WIDTH           20.0f
#define LEVEL4_CLAW_HEIGHT          20.0f
#define LEVEL4_CLAW_REPEAT          750
#define LEVEL4_CLAW_K_SCALE         1.0f

#define LEVEL4_TRAMPLE_DMG             ADM(110)
#define LEVEL4_TRAMPLE_SPEED           2.0f
#define LEVEL4_TRAMPLE_CHARGE_MIN      750   // minimum msec to start a charge
#define LEVEL4_TRAMPLE_CHARGE_MAX      1500  // msec to maximum charge stored
#define LEVEL4_TRAMPLE_CHARGE_TRIGGER  3000  // msec charge starts on its own
#define LEVEL4_TRAMPLE_DURATION        3000  // msec trample lasts on full charge
#define LEVEL4_TRAMPLE_STOP_PENALTY    1     // charge lost per msec when stopped
#define LEVEL4_TRAMPLE_REPEAT          1000   // msec before a trample will rehit a player

#define LEVEL4_CRUSH_DAMAGE_PER_V      0.5f  // damage per falling velocity
#define LEVEL4_CRUSH_DAMAGE            120   // to players only
#define LEVEL4_CRUSH_REPEAT            500   // player damage repeat

/*
 * ALIEN classes
 *
 * _SPEED   - fraction of Q3A run speed the class can move
 * _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 ALIEN_VALUE_MODIFIER        1.0f
#define AVM(h)                      ((int)((float)h*ALIEN_VALUE_MODIFIER))

#define ALIEN_HP_RESERVE_REGEN_MOD  (1.0f/9.0f)
#define ALIEN_HP_RESERVE_MAX        2.0f
#define ALIEN_EVO_HP_RESERVE_GAIN   (1.0f/8.0f)

#define ABUILDER_SPEED              0.9f
#define ABUILDER_VALUE              AVM(240)
#define ABUILDER_HEALTH             AHM(50)
#define ABUILDER_REGEN              (0.04f * ABUILDER_HEALTH)
#define ABUILDER_COST               0

#define ABUILDER_UPG_SPEED          0.9f
#define ABUILDER_UPG_VALUE          AVM(300)
#define ABUILDER_UPG_HEALTH         AHM(75)
#define ABUILDER_UPG_REGEN          (0.04f * ABUILDER_UPG_HEALTH)
#define ABUILDER_UPG_COST           0

#define LEVEL0_SPEED                1.4f
#define LEVEL0_VALUE                AVM(180)
#define LEVEL0_HEALTH               AHM(25)
#define LEVEL0_REGEN                (0.05f * LEVEL0_HEALTH)
#define LEVEL0_COST                 0

#define LEVEL1_SPEED                1.25f
#define LEVEL1_VALUE                AVM(270)
#define LEVEL1_HEALTH               AHM(60)
#define LEVEL1_REGEN                (0.03f * LEVEL1_HEALTH)
#define LEVEL1_COST                 1

#define LEVEL1_UPG_SPEED            1.25f
#define LEVEL1_UPG_VALUE            AVM(330)
#define LEVEL1_UPG_HEALTH           AHM(80)
#define LEVEL1_UPG_REGEN            (0.03f * LEVEL1_UPG_HEALTH)
#define LEVEL1_UPG_COST             1

#define LEVEL2_SPEED                1.2f
#define LEVEL2_VALUE                AVM(420)
#define LEVEL2_HEALTH               AHM(150)
#define LEVEL2_REGEN                (0.03f * LEVEL2_HEALTH)
#define LEVEL2_COST                 1

#define LEVEL2_UPG_SPEED            1.2f
#define LEVEL2_UPG_VALUE            AVM(540)
#define LEVEL2_UPG_HEALTH           AHM(175)
#define LEVEL2_UPG_REGEN            (0.03f * LEVEL2_UPG_HEALTH)
#define LEVEL2_UPG_COST             1

#define LEVEL3_SPEED                1.1f
#define LEVEL3_VALUE                AVM(600)
#define LEVEL3_HEALTH               AHM(200)
#define LEVEL3_REGEN                (0.03f * LEVEL3_HEALTH)
#define LEVEL3_COST                 1

#define LEVEL3_UPG_SPEED            1.1f
#define LEVEL3_UPG_VALUE            AVM(720)
#define LEVEL3_UPG_HEALTH           AHM(250)
#define LEVEL3_UPG_REGEN            (0.03f * LEVEL3_UPG_HEALTH)
#define LEVEL3_UPG_COST             1

#define LEVEL4_SPEED                1.2f
#define LEVEL4_VALUE                AVM(960)
#define LEVEL4_HEALTH               AHM(400)
#define LEVEL4_REGEN                (0.025f * LEVEL4_HEALTH)
#define LEVEL4_COST                 2

/*
 * ALIEN buildables
 *
 * _BP            - build points required for this buildable
 * _BT            - build time 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        1.5f
#define ABHM(h)                     ((int)((float)h*ALIEN_BHLTH_MODIFIER))

#define ALIEN_BDMG_MODIFIER         (1.0f)
#define ABDM(d)                     ((int)((float)d*ALIEN_BDMG_MODIFIER))

#define ALIEN_BREGEN_MODIFIER       (1.0f/2.0f)
#define ABRM(r)                     ((int)((float)r*ALIEN_BREGEN_MODIFIER))

#define CREEP_BASESIZE              700
#define CREEP_TIMEOUT               1000
#define CREEP_MODIFIER              0.5f
#define CREEP_ARMOUR_MODIFIER       0.75f
#define CREEP_SCALEDOWN_TIME        3000

#define PCLOUD_MODIFIER             0.5f
#define PCLOUD_ARMOUR_MODIFIER      0.75f

#define ASPAWN_BP                   10
#define ASPAWN_BT                   15000
#define ASPAWN_HEALTH               ABHM(250)
#define ASPAWN_REGEN                ABRM(8)
#define ASPAWN_SPLASHDAMAGE         50
#define ASPAWN_SPLASHRADIUS         100
#define ASPAWN_CREEPSIZE            120
#define ASPAWN_VALUE                ( 2 * LEVEL0_VALUE )

#define BARRICADE_BP                8
#define BARRICADE_BT                20000
#define BARRICADE_HEALTH            ABHM(300)
#define BARRICADE_REGEN             ABRM(14)
#define BARRICADE_SPLASHDAMAGE      50
#define BARRICADE_SPLASHRADIUS      100
#define BARRICADE_CREEPSIZE         120
#define BARRICADE_SHRINKPROP        0.25f
#define BARRICADE_SHRINKTIMEOUT     500
#define BARRICADE_VALUE             LEVEL0_VALUE

#define BOOSTER_BP                  12
#define BOOSTER_BT                  15000
#define BOOSTER_HEALTH              ABHM(150)
#define BOOSTER_REGEN               ABRM(8)
#define BOOSTER_SPLASHDAMAGE        50
#define BOOSTER_SPLASHRADIUS        100
#define BOOSTER_CREEPSIZE           120
#define BOOSTER_REGEN_MOD           (3.0f)
#define BOOSTER_VALUE               ( 3 * LEVEL0_VALUE )
#define BOOST_TIME                  20000
#define BOOST_WARN_TIME             15000

#define ACIDTUBE_BP                 8
#define ACIDTUBE_BT                 15000
#define ACIDTUBE_HEALTH             ABHM(125)
#define ACIDTUBE_REGEN              ABRM(10)
#define ACIDTUBE_SPLASHDAMAGE       50
#define ACIDTUBE_SPLASHRADIUS       300
#define ACIDTUBE_CREEPSIZE          120
#define ACIDTUBE_DAMAGE             ABDM(6)
#define ACIDTUBE_RANGE              300.0f
#define ACIDTUBE_REPEAT             200
#define ACIDTUBE_REPEAT_ANIM        2000
#define ACIDTUBE_VALUE              LEVEL0_VALUE

#define HIVE_BP                     12
#define HIVE_BT                     20000
#define HIVE_HEALTH                 ABHM(125)
#define HIVE_REGEN                  ABRM(10)
#define HIVE_SPLASHDAMAGE           30
#define HIVE_SPLASHRADIUS           200
#define HIVE_CREEPSIZE              120
#define HIVE_SENSE_RANGE            500.0f
#define HIVE_LIFETIME               3000
#define HIVE_REPEAT                 3000
#define HIVE_K_SCALE                1.0f
#define HIVE_DMG                    ABDM(80)
#define HIVE_SPEED                  320.0f
#define HIVE_DIR_CHANGE_PERIOD      500
#define HIVE_VALUE                  LEVEL0_VALUE

#define HOVEL_BP                     0
#define HOVEL_BT                     15000
#define HOVEL_HEALTH                 ABHM(375)
#define HOVEL_REGEN                  ABRM(20)
#define HOVEL_SPLASHDAMAGE           20
#define HOVEL_SPLASHRADIUS           200
#define HOVEL_CREEPSIZE              120
#define HOVEL_VALUE                  0

#define TRAPPER_BP                  8
#define TRAPPER_BT                  12000
#define TRAPPER_HEALTH              ABHM(50)
#define TRAPPER_REGEN               ABRM(6)
#define TRAPPER_SPLASHDAMAGE        15
#define TRAPPER_SPLASHRADIUS        100
#define TRAPPER_CREEPSIZE           30
#define TRAPPER_RANGE               400
#define TRAPPER_REPEAT              1000
#define TRAPPER_VALUE               ( LEVEL0_VALUE / 2 )
#define LOCKBLOB_SPEED              650.0f
#define LOCKBLOB_LOCKTIME           5000
#define LOCKBLOB_DOT                0.85f // max angle = acos( LOCKBLOB_DOT )
#define LOCKBLOB_K_SCALE            1.0f
#define LOCKBLOB_LIFETIME           15000

#define OVERMIND_BP                 0
#define OVERMIND_BT                 30000
#define OVERMIND_HEALTH             ABHM(750)
#define OVERMIND_REGEN              ABRM(6)
#define OVERMIND_SPLASHDAMAGE       15
#define OVERMIND_SPLASHRADIUS       300
#define OVERMIND_CREEPSIZE          120
#define OVERMIND_ATTACK_RANGE       150.0f
#define OVERMIND_ATTACK_REPEAT      1000
#define OVERMIND_VALUE              ( 4 * LEVEL0_VALUE )

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

#define ALIENSENSE_RANGE            1000.0f
#define REGEN_BOOST_RANGE           200.0f

#define ALIEN_POISON_TIME           10000
#define ALIEN_POISON_DMG            5
#define ALIEN_POISON_DIVIDER        (1.0f/1.32f) //about 1.0/(time`th root of damage)

#define ALIEN_SPAWN_REPEAT_TIME     10000

#define ALIEN_REGEN_DAMAGE_TIME     2000 //msec since damage that regen starts again
#define ALIEN_REGEN_NOCREEP_MOD     (1.0f/2.0f) //regen off creep

#define ALIEN_MAX_FRAGS             9
#define ALIEN_MAX_CREDITS           (ALIEN_MAX_FRAGS*ALIEN_CREDITS_PER_KILL)
#define ALIEN_CREDITS_PER_KILL      400
#define ALIEN_TK_SUICIDE_PENALTY    350

/*
 * 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 BLASTER_REPEAT              600
#define BLASTER_K_SCALE             1.0f
#define BLASTER_SPREAD              200
#define BLASTER_SPEED               1400
#define BLASTER_DMG                 HDM(10)
#define BLASTER_SIZE                5
#define BLASTER_LIFETIME            10000

#define RIFLE_CLIPSIZE              30
#define RIFLE_MAXCLIPS              6
#define RIFLE_REPEAT                90
#define RIFLE_K_SCALE               1.0f
#define RIFLE_RELOAD                2000
#define RIFLE_PRICE                 0
#define RIFLE_SPREAD                200
#define RIFLE_DMG                   HDM(5)

#define PAINSAW_PRICE               100
#define PAINSAW_REPEAT              75
#define PAINSAW_K_SCALE             1.0f
#define PAINSAW_DAMAGE              HDM(11)
#define PAINSAW_RANGE               64.0f
#define PAINSAW_WIDTH               0.0f
#define PAINSAW_HEIGHT              8.0f

#define GRENADE_PRICE               200
#define GRENADE_REPEAT              0
#define GRENADE_K_SCALE             1.0f
#define GRENADE_DAMAGE              HDM(310)
#define GRENADE_RANGE               192.0f
#define GRENADE_SPEED               400.0f
#define GRENADE_SIZE                3.0f        // missile bounding box
#define GRENADE_LIFETIME            5000

#define SHOTGUN_PRICE               150
#define SHOTGUN_SHELLS              8
#define SHOTGUN_PELLETS             11 //used to sync server and client side
#define SHOTGUN_MAXCLIPS            3
#define SHOTGUN_REPEAT              1000
#define SHOTGUN_K_SCALE             1.0f
#define SHOTGUN_RELOAD              2000
#define SHOTGUN_SPREAD              700
#define SHOTGUN_DMG                 HDM(5)
#define SHOTGUN_RANGE               (8192 * 12)

#define LASGUN_PRICE                250
#define LASGUN_AMMO                 200
#define LASGUN_REPEAT               180
#define LASGUN_K_SCALE              1.0f
#define LASGUN_RELOAD               2000
#define LASGUN_DAMAGE               HDM(9)

#define MDRIVER_PRICE               350
#define MDRIVER_CLIPSIZE            5
#define MDRIVER_MAXCLIPS            4
#define MDRIVER_DMG                 HDM(38)
#define MDRIVER_REPEAT              1000
#define MDRIVER_K_SCALE             1.0f
#define MDRIVER_RELOAD              2000
#define MDRIVER_MAX_HITS            3

#define CHAINGUN_PRICE              400
#define CHAINGUN_BULLETS            300
#define CHAINGUN_REPEAT             80
#define CHAINGUN_K_SCALE            1.0f
#define CHAINGUN_SPREAD             1000
#define CHAINGUN_DMG                HDM(6)

#define FLAMER_PRICE                400
#define FLAMER_GAS                  200
#define FLAMER_REPEAT               200
#define FLAMER_K_SCALE              2.0f
#define FLAMER_DMG                  HDM(20)
#define FLAMER_SPLASHDAMAGE         HDM(10)
#define FLAMER_RADIUS               50       // splash radius
#define FLAMER_SIZE                 15        // missile bounding box
#define FLAMER_LIFETIME             700
#define FLAMER_SPEED                500.0f
#define FLAMER_LAG                  0.65f    // the amount of player velocity that is added to the fireball

#define PRIFLE_PRICE                450
#define PRIFLE_CLIPS                40
#define PRIFLE_MAXCLIPS             5
#define PRIFLE_REPEAT               100
#define PRIFLE_K_SCALE              1.0f
#define PRIFLE_RELOAD               2000
#define PRIFLE_DMG                  HDM(9)
#define PRIFLE_SPEED                1200
#define PRIFLE_SIZE                 5
#define PRIFLE_LIFETIME             10000

#define LCANNON_PRICE               600
#define LCANNON_AMMO                90
#define LCANNON_K_SCALE             1.0f
#define LCANNON_REPEAT              500
#define LCANNON_RELOAD              0
#define LCANNON_DAMAGE              HDM(265)
#define LCANNON_RADIUS              150      // primary splash damage radius
#define LCANNON_SIZE                5        // missile bounding box radius
#define LCANNON_SECONDARY_DAMAGE    HDM( LCANNON_DAMAGE / LCANNON_CHARGE_AMMO )
#define LCANNON_SECONDARY_RADIUS    75       // secondary splash damage radius
#define LCANNON_SECONDARY_SPEED     700
#define LCANNON_SECONDARY_RELOAD    2000
#define LCANNON_SECONDARY_REPEAT    500
#define LCANNON_SPEED_MIN           350
#define LCANNON_CHARGE_TIME_MAX     2000
#define LCANNON_CHARGE_TIME_MIN     400
#define LCANNON_CHARGE_TIME_WARN    ( LCANNON_CHARGE_TIME_MAX - ( 2000 / 3 ) )
#define LCANNON_CHARGE_AMMO         10       // ammo cost of a full charge shot
#define LCANNON_CHARGE_AMMO_REDUCE  0.25f    // rate at which luci ammo is reduced when using +attack2
#define LCANNON_SPLASH_LIGHTARMOUR  0.50f    // reduction of damage fraction for luci splash on light armour
#define LCANNON_SPLASH_HELMET       0.75f    // reduction of damage fraction for luci splash on helmets
#define LCANNON_SPLASH_BATTLESUIT   0.50f    // reduction of damage fraction for luci splash on battlesuits
#define LCANNON_LIFETIME            10000

#define HBUILD_PRICE                0
#define HBUILD_REPEAT               1000
#define HBUILD_HEALRATE             HBRM(18)

/*
 * HUMAN upgrades
 */

#define LIGHTARMOUR_PRICE           70
#define LIGHTARMOUR_POISON_PROTECTION 1
#define LIGHTARMOUR_PCLOUD_PROTECTION 1000

#define HELMET_PRICE                90
#define HELMET_RANGE                1000.0f
#define HELMET_POISON_PROTECTION    1
#define HELMET_PCLOUD_PROTECTION    1000

#define MEDKIT_PRICE                0

#define BATTPACK_PRICE              100
#define BATTPACK_MODIFIER           1.5f //modifier for extra energy storage available

#define JETPACK_PRICE               120
#define JETPACK_FLOAT_SPEED         128.0f //up movement speed
#define JETPACK_SINK_SPEED          192.0f //down movement speed
#define JETPACK_DISABLE_TIME        1000 //time to disable the jetpack when player damaged
#define JETPACK_DISABLE_CHANCE      0.3f
#define JETPACK_FUEL_FULL           7500 //can't exceed 32767
#define JETPACK_FUEL_LOW            1500
#define JETPACK_FUEL_USAGE          10 //every 100ms
#define JETPACK_FUEL_JUMP           300

#define BSUIT_PRICE                 400
#define BSUIT_POISON_PROTECTION     3
#define BSUIT_PCLOUD_PROTECTION     3000

#define MEDKIT_POISON_IMMUNITY_TIME 0
#define MEDKIT_STARTUP_TIME         4000
#define MEDKIT_STARTUP_SPEED        5

/*
 * HUMAN buildables
 *
 * _BP            - build points required for this buildable
 * _BT            - build time 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 a 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        1.1f
#define HBHM(h)                     ((int)((float)h*HUMAN_BHLTH_MODIFIER))

#define HUMAN_BDMG_MODIFIER         (1.0f)
#define HBDM(d)                     ((int)((float)d*HUMAN_BDMG_MODIFIER))

#define HUMAN_BREGEN_MODIFIER       (1.0f)
#define HBRM(r)                     ((int)((float)r*HUMAN_BREGEN_MODIFIER))


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

#define HSPAWN_BP                   10
#define HSPAWN_BT                   10000
#define HSPAWN_HEALTH               HBHM(310)
#define HSPAWN_SPLASHDAMAGE         50
#define HSPAWN_SPLASHRADIUS         100
#define HSPAWN_VALUE                ( 2 * ALIEN_CREDITS_PER_KILL )

#define HTELEPORTER_BP              10
#define HTELEPORTER_BT              10000
#define HTELEPORTER_HEALTH          HBHM(310)
#define HTELEPORTER_SPLASHDAMAGE    50
#define HTELEPORTER_SPLASHRADIUS    100
#define HTELEPORTER_VALUE           ( 2 * ALIEN_CREDITS_PER_KILL )
#define HTELEPORTER_COOLDOWN_TIME   2000
#define HTELEPORTER_BAT_PWR         30000  // amount of time teleporter's can remained powered without
                                           // an external power source

#define MEDISTAT_BP                 8
#define MEDISTAT_BT                 10000
#define MEDISTAT_HEALTH             HBHM(190)
#define MEDISTAT_SPLASHDAMAGE       50
#define MEDISTAT_SPLASHRADIUS       100
#define MEDISTAT_VALUE              ( 2 * ALIEN_CREDITS_PER_KILL )

#define MGTURRET_BP                 8
#define MGTURRET_BT                 10000
#define MGTURRET_HEALTH             HBHM(190)
#define MGTURRET_SPLASHDAMAGE       100
#define MGTURRET_SPLASHRADIUS       100
#define MGTURRET_ANGULARSPEED       12
#define MGTURRET_ACCURACY_TO_FIRE   0
#define MGTURRET_VERTICALCAP        30  // +/- maximum pitch
#define MGTURRET_REPEAT             100
#define MGTURRET_REPEAT_MOD_MIN     25  //  minimum percent of the repeat fire rate
                                        //  change of the percent of the repeat fire rate
#define MGTURRET_REPEAT_MOD_DIFF    ( ( 100 - MGTURRET_REPEAT_MOD_MIN ) )
#define MGTURRET_NEXTTHINK          50
#define MGTURRET_K_SCALE            1.0f
#define MGTURRET_RANGE              400.0f
#define MGTURRET_SPREAD             200
#define MGTURRET_DMG                HBDM(3)
#define MGTURRET_SPINUP_TIME        2000 // time between target sighted and fire
#define MGTURRET_VALUE              ALIEN_CREDITS_PER_KILL
#define MGTURRET_DCC_ANGULARSPEED       15
#define MGTURRET_DCC_SPINUP_TIME    1250
#define MGTURRET_GRAB_ANGULARSPEED      5

#define TESLAGEN_BP                 10
#define TESLAGEN_BT                 15000
#define TESLAGEN_HEALTH             HBHM(220)
#define TESLAGEN_SPLASHDAMAGE       50
#define TESLAGEN_SPLASHRADIUS       100
#define TESLAGEN_REPEAT             250
#define TESLAGEN_K_SCALE            4.0f
#define TESLAGEN_RANGE              250
#define TESLAGEN_DMG                HBDM(9)
#define TESLAGEN_VALUE              ALIEN_CREDITS_PER_KILL

#define DC_BP                       8
#define DC_BT                       10000
#define DC_HEALTH                   HBHM(190)
#define DC_SPLASHDAMAGE             50
#define DC_SPLASHRADIUS             100
#define DC_ATTACK_PERIOD            10000 // how often to spam "under attack"
#define DC_HEALRATE                 4
#define DC_RANGE                    10000
#define DC_VALUE                    ( 3 * ALIEN_CREDITS_PER_KILL )

#define ARMOURY_BP                  10
#define ARMOURY_BT                  10000
#define ARMOURY_HEALTH              HBHM(420)
#define ARMOURY_SPLASHDAMAGE        50
#define ARMOURY_SPLASHRADIUS        100
#define ARMOURY_VALUE               ( 3 * ALIEN_CREDITS_PER_KILL )

#define REACTOR_BP                  0
#define REACTOR_BT                  20000
#define REACTOR_HEALTH              HBHM(930)
#define REACTOR_SPLASHDAMAGE        200
#define REACTOR_SPLASHRADIUS        300
#define REACTOR_ATTACK_RANGE        100.0f
#define REACTOR_ATTACK_REPEAT       1000
#define REACTOR_ATTACK_DAMAGE       40
#define REACTOR_ATTACK_DCC_REPEAT   1000
#define REACTOR_ATTACK_DCC_RANGE    150.0f
#define REACTOR_ATTACK_DCC_DAMAGE   40
#define REACTOR_VALUE               ( 4 * ALIEN_CREDITS_PER_KILL )

#define REPEATER_BP                 4
#define REPEATER_BT                 10000
#define REPEATER_HEALTH             HBHM(250)
#define REPEATER_SPLASHDAMAGE       50
#define REPEATER_SPLASHRADIUS       100
#define REPEATER_VALUE              ( 2 * ALIEN_CREDITS_PER_KILL )

/*
 * HUMAN misc
 */

#define HUMAN_SPRINT_MODIFIER       1.2f
#define HUMAN_JOG_MODIFIER          1.0f
#define HUMAN_BACK_MODIFIER         0.8f
#define HUMAN_SIDE_MODIFIER         0.9f
#define HUMAN_DODGE_SIDE_MODIFIER   2.9f
#define HUMAN_DODGE_SLOWED_MODIFIER 0.9f
#define HUMAN_DODGE_UP_MODIFIER     0.5f
#define HUMAN_DODGE_TIMEOUT         500
#define HUMAN_LAND_FRICTION         3.0f

#define STAMINA_STOP_RESTORE        30
#define STAMINA_WALK_RESTORE        15
#define STAMINA_MEDISTAT_RESTORE    30 // stacked on STOP or WALK
#define STAMINA_SPRINT_TAKE         6
#define STAMINA_JUMP_TAKE           250
#define STAMINA_DODGE_TAKE          250
#define STAMINA_MAX                 1000
#define STAMINA_BREATHING_LEVEL     0
#define STAMINA_SLOW_LEVEL          -500
#define STAMINA_BLACKOUT_LEVEL      -800

#define HUMAN_SPAWN_REPEAT_TIME     10000
#define HUMAN_REGEN_DAMAGE_TIME     3000 //msec since damage before dcc repairs

#define HUMAN_MAX_CREDITS           2000
#define HUMAN_TK_SUICIDE_PENALTY    150

#define HUMAN_BUILDER_SCOREINC      50       // builders receive this many points every 10 seconds
#define ALIEN_BUILDER_SCOREINC      AVM(100)  // builders receive this many points every 10 seconds

/*
 * Misc
 */

#define MIN_FALL_DISTANCE           30.0f //the fall distance at which fall damage kicks in
#define MAX_FALL_DISTANCE           120.0f //the fall distance at which maximum damage is dealt
#define AVG_FALL_DISTANCE           ((MIN_FALL_DISTANCE+MAX_FALL_DISTANCE)/2.0f)

#define DEFAULT_FREEKILL_PERIOD     "120" //seconds
#define FREEKILL_ALIEN              ALIEN_CREDITS_PER_KILL
#define FREEKILL_HUMAN              LEVEL0_VALUE
#define PARTIAL_DAMAGE_CREDITS      (1.00f/10.00f)  // must be a positive fraction less than 1

#define DEFAULT_ALIEN_BUILDPOINTS          "250"
#define DEFAULT_ALIEN_BUILDPOINTS_RESERVE  "200"
#define DEFAULT_ALIEN_QUEUE_TIME           "2000"
#define DEFAULT_ALIEN_STAGE2_THRESH        "12000"
#define DEFAULT_ALIEN_STAGE3_THRESH        "24000"
#define DEFAULT_ALIEN_MAX_STAGE            "2"
#define DEFAULT_HUMAN_BUILDPOINTS          "250"
#define DEFAULT_HUMAN_BUILDPOINTS_RESERVE  "200"
#define DEFAULT_HUMAN_QUEUE_TIME           "3000"
#define DEFAULT_HUMAN_REPEATER_BUILDPOINTS "20"
#define DEFAULT_HUMAN_REPEATER_QUEUE_TIME  "2000"
#define DEFAULT_HUMAN_REPEATER_MAX_ZONES   "500"
#define DEFAULT_HUMAN_STAGE2_THRESH        "6000"
#define DEFAULT_HUMAN_STAGE3_THRESH        "12000"
#define DEFAULT_HUMAN_MAX_STAGE            "2"

#define DAMAGE_FRACTION_FOR_KILL    0.5f //how much damage players (versus structures) need to
                                         //do to increment the stage kill counters
                                         
#define MAXIMUM_BUILD_TIME          20000 // used for pie timer

hey sparkee im new playur and idk wtf swirl is???

pls explain??? thx & godbless :pray:

[spoiler] P.S pls ban maejong he admin aboosed :angry: [/spoiler]

That is for another topic, that I will be creating S00N™. But long story short, Swirl is a game mode that has new Tremulous game play that will be included in the initial release of Tremulous 1.3. Two other game modes will also be included in the initial release: Vanilla Game Mode (1.1 vanilla game play) and Chocolate Game Mode (gpp vanilla game play).

2 Likes

Oh, great, a single file. At this rate the full source code will be available sometime in the next century.

As if anyone is going to want to steal it. :')

Macros and not server cvars?

The local.h/main.c files of the cgame/ui/game/server/client/renderer/qcommon parts of trem primarily handle the cvars. Where they are located is usually conveniently indicated by their prefix. (g_ for game, sv_ for server, cg_ for cgame, r_ for renderer, ui_ for the ui, cl_ for the client, and com_ for qcommon).

So these are defaults, but some of them can later be modified through cvars.

Generally, the values in tremulous.h are fixed in the code by those values, and can’t be modified by cvars (well, new cvars could be created to achieve that). But some of the values in tremulous.h are default values for cvars.

#def’s (pound defs) not macro

I don’t think any of tremulous.h constants have cvar overrides.

There are some macros in there. For example:

#define AVG_FALL_DISTANCE ((MIN_FALL_DISTANCE+MAX_FALL_DISTANCE)/2.0f)

Not overrides, but some of the defined values in tremulous.h contain defaults to some cvars

for example:

#define DEFAULT_ALIEN_BUILDPOINTS          "250"
#define DEFAULT_ALIEN_BUILDPOINTS_RESERVE  "200"
#define DEFAULT_ALIEN_QUEUE_TIME           "2000"
#define DEFAULT_ALIEN_STAGE2_THRESH        "12000"
#define DEFAULT_ALIEN_STAGE3_THRESH        "24000"
#define DEFAULT_HUMAN_BUILDPOINTS          "250"
#define DEFAULT_HUMAN_BUILDPOINTS_RESERVE  "200"
#define DEFAULT_HUMAN_QUEUE_TIME           "3000"
#define DEFAULT_HUMAN_REPEATER_BUILDPOINTS "20"
#define DEFAULT_HUMAN_REPEATER_QUEUE_TIME  "2000"
#define DEFAULT_HUMAN_REPEATER_MAX_ZONES   "500"
#define DEFAULT_HUMAN_STAGE2_THRESH        "6000"
#define DEFAULT_HUMAN_STAGE3_THRESH        "12000"

Is that a full list?

Those are examples, I’m sure there are some more.