quakeforge/include/gamedefs.h
Bill Currie c07b2e4d1f Make item masks easier to read
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.
2022-11-10 15:08:36 +09:00

117 lines
3.8 KiB
C

/*
gamedefs.h
Game specific definitions
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
This program 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.
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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __gamedefs_h
#define __gamedefs_h
#define MAX_PLAYERS 32 // maximum players supported by the engine (esp sbar)
// stats are integers communicated to the client by the server
#define MAX_CL_STATS 32
#define STAT_HEALTH 0
#define STAT_FRAGS 1
#define STAT_WEAPON 2
#define STAT_AMMO 3
#define STAT_ARMOR 4
#define STAT_WEAPONFRAME 5
#define STAT_SHELLS 6
#define STAT_NAILS 7
#define STAT_ROCKETS 8
#define STAT_CELLS 9
#define STAT_ACTIVEWEAPON 10
#define STAT_TOTALSECRETS 11
#define STAT_TOTALMONSTERS 12
#define STAT_SECRETS 13 // bumped on client side by svc_foundsecret
#define STAT_MONSTERS 14 // bumped by svc_killedmonster
#define STAT_ITEMS 15
#define STAT_VIEWHEIGHT 16
#define STAT_FLYMODE 17
// stock defines
#define IT_SHOTGUN (1<<0)
#define IT_SUPER_SHOTGUN (1<<1)
#define IT_NAILGUN (1<<2)
#define IT_SUPER_NAILGUN (1<<3)
#define IT_GRENADE_LAUNCHER (1<<4)
#define IT_ROCKET_LAUNCHER (1<<5)
#define IT_LIGHTNING (1<<6)
#define IT_SUPER_LIGHTNING (1<<7)
#define IT_SHELLS (1<<8)
#define IT_NAILS (1<<9)
#define IT_ROCKETS (1<<10)
#define IT_CELLS (1<<11)
#define IT_AXE (1<<12)
#define IT_ARMOR1 (1<<13)
#define IT_ARMOR2 (1<<14)
#define IT_ARMOR3 (1<<15)
#define IT_SUPERHEALTH (1<<16)
#define IT_KEY1 (1<<17)
#define IT_KEY2 (1<<18)
#define IT_INVISIBILITY (1<<19)
#define IT_INVULNERABILITY (1<<20)
#define IT_SUIT (1<<21)
#define IT_QUAD (1<<22)
#define IT_SIGIL1 (1<<28)
#define IT_SIGIL2 (1<<29)
#define IT_SIGIL3 (1<<30)
#define IT_SIGIL4 (1<<31)
//rogue changed and added defines
#define RIT_SHELLS (1<<7)
#define RIT_NAILS (1<<8)
#define RIT_ROCKETS (1<<9)
#define RIT_CELLS (1<<10)
#define RIT_AXE (1<<11)
#define RIT_LAVA_NAILGUN (1<<12)
#define RIT_LAVA_SUPER_NAILGUN (1<<13)
#define RIT_MULTI_GRENADE (1<<14)
#define RIT_MULTI_ROCKET (1<<15)
#define RIT_PLASMA_GUN (1<<16)
#define RIT_ARMOR1 (1<<23)
#define RIT_ARMOR2 (1<<24)
#define RIT_ARMOR3 (1<<25)
#define RIT_LAVA_NAILS (1<<26)
#define RIT_PLASMA_AMMO (1<<27)
#define RIT_MULTI_ROCKETS (1<<28)
#define RIT_SHIELD (1<<29)
#define RIT_ANTIGRAV (1<<30)
#define RIT_SUPERHEALTH (1<<31)
//MED 01/04/97 added hipnotic defines
//hipnotic added defines
#define HIT_PROXIMITY_GUN_BIT 16
#define HIT_MJOLNIR_BIT 7
#define HIT_LASER_CANNON_BIT 23
#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT (1<<(23+2))
#define HIT_EMPATHY_SHIELDS (1<<(23+3))
#endif//__gamedefs_h