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https://git.code.sf.net/p/quake/quakeforge
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c07b2e4d1f
When values are bit masks, they're much easier to read when expressed as a shift than as a raw decimal number, especially when knowing the index of the bit is important.
117 lines
3.8 KiB
C
117 lines
3.8 KiB
C
/*
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gamedefs.h
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Game specific definitions
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __gamedefs_h
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#define __gamedefs_h
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#define MAX_PLAYERS 32 // maximum players supported by the engine (esp sbar)
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// stats are integers communicated to the client by the server
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#define MAX_CL_STATS 32
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#define STAT_HEALTH 0
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#define STAT_FRAGS 1
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#define STAT_WEAPON 2
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#define STAT_AMMO 3
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#define STAT_ARMOR 4
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#define STAT_WEAPONFRAME 5
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#define STAT_SHELLS 6
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#define STAT_NAILS 7
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#define STAT_ROCKETS 8
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#define STAT_CELLS 9
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#define STAT_ACTIVEWEAPON 10
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#define STAT_TOTALSECRETS 11
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#define STAT_TOTALMONSTERS 12
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#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
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#define STAT_MONSTERS 14 // bumped by svc_killedmonster
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#define STAT_ITEMS 15
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#define STAT_VIEWHEIGHT 16
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#define STAT_FLYMODE 17
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// stock defines
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#define IT_SHOTGUN (1<<0)
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#define IT_SUPER_SHOTGUN (1<<1)
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#define IT_NAILGUN (1<<2)
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#define IT_SUPER_NAILGUN (1<<3)
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#define IT_GRENADE_LAUNCHER (1<<4)
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#define IT_ROCKET_LAUNCHER (1<<5)
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#define IT_LIGHTNING (1<<6)
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#define IT_SUPER_LIGHTNING (1<<7)
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#define IT_SHELLS (1<<8)
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#define IT_NAILS (1<<9)
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#define IT_ROCKETS (1<<10)
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#define IT_CELLS (1<<11)
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#define IT_AXE (1<<12)
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#define IT_ARMOR1 (1<<13)
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#define IT_ARMOR2 (1<<14)
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#define IT_ARMOR3 (1<<15)
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#define IT_SUPERHEALTH (1<<16)
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#define IT_KEY1 (1<<17)
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#define IT_KEY2 (1<<18)
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#define IT_INVISIBILITY (1<<19)
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#define IT_INVULNERABILITY (1<<20)
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#define IT_SUIT (1<<21)
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#define IT_QUAD (1<<22)
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#define IT_SIGIL1 (1<<28)
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#define IT_SIGIL2 (1<<29)
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#define IT_SIGIL3 (1<<30)
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#define IT_SIGIL4 (1<<31)
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//rogue changed and added defines
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#define RIT_SHELLS (1<<7)
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#define RIT_NAILS (1<<8)
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#define RIT_ROCKETS (1<<9)
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#define RIT_CELLS (1<<10)
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#define RIT_AXE (1<<11)
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#define RIT_LAVA_NAILGUN (1<<12)
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#define RIT_LAVA_SUPER_NAILGUN (1<<13)
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#define RIT_MULTI_GRENADE (1<<14)
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#define RIT_MULTI_ROCKET (1<<15)
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#define RIT_PLASMA_GUN (1<<16)
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#define RIT_ARMOR1 (1<<23)
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#define RIT_ARMOR2 (1<<24)
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#define RIT_ARMOR3 (1<<25)
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#define RIT_LAVA_NAILS (1<<26)
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#define RIT_PLASMA_AMMO (1<<27)
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#define RIT_MULTI_ROCKETS (1<<28)
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#define RIT_SHIELD (1<<29)
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#define RIT_ANTIGRAV (1<<30)
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#define RIT_SUPERHEALTH (1<<31)
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//MED 01/04/97 added hipnotic defines
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//hipnotic added defines
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#define HIT_PROXIMITY_GUN_BIT 16
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#define HIT_MJOLNIR_BIT 7
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#define HIT_LASER_CANNON_BIT 23
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#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
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#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
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#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
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#define HIT_WETSUIT (1<<(23+2))
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#define HIT_EMPATHY_SHIELDS (1<<(23+3))
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#endif//__gamedefs_h
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