QTfrontend/weapons.h
author sheepluva
Fri, 15 Jan 2016 05:50:18 +0100
changeset 11511 2d26ad94a731
parent 10789 acbf69e2e5cf
child 11763 59e979b1408f
permissions -rw-r--r--
documentation tweak
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/*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2013 Vittorio Giovara <vittorio.giovara@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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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.  See the
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 * GNU General Public License for more details.
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 *
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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 the Free Software
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c68cf030eded update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 */
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/*
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 AmmoType lookup table (use monospace font / cursor movements)
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 amGrenade-----------------------|
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 amClusterBomb--------------------|
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 amBazooka-------------------------|
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 amBee------------------------------|
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 amShotgun---------------------------|
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 amPickHammer-------------------------|
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 amSkip--------------------------------|
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 amRope---------------------------------|
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 amMine----------------------------------|
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 amDEagle---------------------------------|
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 amDynamite--------------------------------|
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 amFirePunch--------------------------------|
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 amWhip--------------------------------------|
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 amBaseballBat--------------------------------|
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 amParachute-----------------------------------|
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 amAirAttack------------------------------------|
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 amMineStrike------------------------------------|
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 amBlowTorch--------------------------------------|
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 amGirder------------------------------------------|
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 amTeleport-----------------------------------------|
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 amSwitch--------------------------------------------|
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 amMortar---------------------------------------------|
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 amKamikaze--------------------------------------------|
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 amCake-------------------------------------------------|
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 amSeduction---------------------------------------------|
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 amWatermelon---------------------------------------------|
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 amHellishBomb---------------------------------------------|
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 amNapalm---------------------------------------------------|
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 amDrill-----------------------------------------------------|
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 amBallgun----------------------------------------------------|
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 amRCPlane-----------------------------------------------------|
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 amLowGravity---------------------------------------------------|
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 amExtraDamage---------------------------------------------------|
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 amInvulnerable---------------------------------------------------|
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 amExtraTime-------------------------------------------------------|
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 amLaserSight-------------------------------------------------------|
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 amVampiric----------------------------------------------------------|
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 amSniperRifle--------------------------------------------------------|
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 amJetpack-------------------------------------------------------------|
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 amMolotov--------------------------------------------------------------|
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 amBirdy-----------------------------------------------------------------|
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 amPortalGun--------------------------------------------------------------|
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 amPiano-------------------------------------------------------------------|
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 amGasBomb------------------------------------------------------------------|
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 amSineGun-------------------------------------------------------------------|
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 amFlamethrower---------------------------------------------------------------|
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 amSMine-----------------------------------------------------------------------|
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 amHammer-----------------------------------------------------------------------|
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 amResurrector-------------------------------------------------------------------|
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 amDrillStrike--------------------------------------------------------------------|
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 amSnowball------------------------------------------------------------------------|
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 amTardis---------------------------------------------------------------------------|
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 amLandGun---------------------------------------------------------------------------|
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 amIceGun-----------------------------------------------------------------------------|
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 amKnife-------------------------------------------------------------------------------|
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 amRubber-------------------------------------------------------------------------------|
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 amAirMine-------------------------------------------------------------------------------|
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*/
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#define AMMOLINE_DEFAULT_QT     "939192942219912103223511100120000000021110010101111100010"
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#define AMMOLINE_DEFAULT_PROB   "040504054160065554655446477657666666615551010111541111111"
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#define AMMOLINE_DEFAULT_DELAY  "000000000000020550000004000700400000000022000000060002000"
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#define AMMOLINE_DEFAULT_CRATE  "131111031211111112311411111111111111121111110111111111111"
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#define AMMOLINE_CRAZY_QT       "999999999999999999299999999999999929999999990999999299919"
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#define AMMOLINE_CRAZY_PROB     "111111011111111111111111111111111111111111110111111111111"
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#define AMMOLINE_CRAZY_DELAY    "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_CRAZY_CRATE    "131111031211111112311411111111111111121111010111111111111"
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#define AMMOLINE_PROMODE_QT     "909000900000000000000900000000000000000000000000000000000"
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#define AMMOLINE_PROMODE_PROB   "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_PROMODE_DELAY  "000000000000020550000004000700400000000020000000000002000"
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#define AMMOLINE_PROMODE_CRATE  "111111011111111111111111111111111111111110010111111111111"
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#define AMMOLINE_SHOPPA_QT      "000000990000000000000000000000000000000000000000000000000"
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#define AMMOLINE_SHOPPA_PROB    "444441004424440221011212122242200000000200040001001100101"
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#define AMMOLINE_SHOPPA_DELAY   "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_SHOPPA_CRATE   "111111011111111111111111111111111111111110110111111111101"
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#define AMMOLINE_CLEAN_QT       "101000900001000001100000000000000000000000000000100000000"
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#define AMMOLINE_CLEAN_PROB     "040504054160065554655446477657666666615551010111541112111"
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#define AMMOLINE_CLEAN_DELAY    "000000000000000000000000000000000000000000000000000002000"
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#define AMMOLINE_CLEAN_CRATE    "131111031211111112311411111111111111121111110111111111111"
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#define AMMOLINE_MINES_QT       "000000990009000000030000000000000000000000000000000000000"
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#define AMMOLINE_MINES_PROB     "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_MINES_DELAY    "000000000000020550000004000700400000000020000000060002000"
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#define AMMOLINE_MINES_CRATE    "111111011111111111111111111111111111111111110111111111111"
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#define AMMOLINE_PORTALS_QT     "900000900200000000210000000000000011000009000000000000000"
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#define AMMOLINE_PORTALS_PROB   "040504054160065554655446477657666666615551010111541112111"
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#define AMMOLINE_PORTALS_DELAY  "000000000000020550000004000700400000000020000000060002000"
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#define AMMOLINE_PORTALS_CRATE  "131111031211111112311411111111111111121111110111111111111"
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#define AMMOLINE_ONEEVERY_QT    "111111911111111111111111111111111111111111111111111111111"
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#define AMMOLINE_ONEEVERY_PROB  "111111011111111111111111111111111111111111111111111111111"
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#define AMMOLINE_ONEEVERY_DELAY "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_ONEEVERY_CRATE "111111011111111111111111111111111111111111111111111111111"
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#define AMMOLINE_HIGHLANDER_QT    "111111911111111111110191111111111001011111011110110011010"
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#define AMMOLINE_HIGHLANDER_PROB  "000000000000000000000000000000000000000000000000000000000"
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#define AMMOLINE_HIGHLANDER_DELAY "000000000000000000000000000000000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   124
#define AMMOLINE_HIGHLANDER_CRATE "000000000000000000000000000000000000000000000000000000000"
10083
b20f9481e5cb Make highlander configurable using weapons, commit weaponset mimicking old values
nemo
parents: 9785
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   125
10789
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   126
#define AMMOLINE_CONSTRUCTION_QT    "110001900000001001000000000000000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   127
#define AMMOLINE_CONSTRUCTION_PROB  "111111011111111111111111111111111111111111111111111111110"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   128
#define AMMOLINE_CONSTRUCTION_DELAY "000000000000000000000000000000000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   129
#define AMMOLINE_CONSTRUCTION_CRATE "111111011111111111111111111111111111111111111111111111110"
10549
6b08a29cadea Add scheme and weaponset for Construction Mode.
mikade <redgrinner@gmail.com>
parents: 10108
diff changeset
   130
10789
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   131
#define AMMOLINE_SHOPPAPRO_QT      "000000990000000000000000000000000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   132
#define AMMOLINE_SHOPPAPRO_PROB    "444440004404440000000000000040000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   133
#define AMMOLINE_SHOPPAPRO_DELAY   "000000000000000000000000000000000000000000000000000000000"
acbf69e2e5cf experiment with air mines. thought they could make shoppa... interesting. ToDo: Allow mines to give up, tweak distances, real graphics, toggle for whether they can acquire a new target while they haven't given up.
nemo
parents: 10599
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   134
#define AMMOLINE_SHOPPAPRO_CRATE   "111111011111111111111111111111111111111110110111111112110"
10599
918d6da025a6 weapon set: Shoppa Pro
sheepluva
parents: 10549
diff changeset
   135
10549
6b08a29cadea Add scheme and weaponset for Construction Mode.
mikade <redgrinner@gmail.com>
parents: 10108
diff changeset
   136
8875
e2b083e3f77b remove low grav from fort mode since players might not appreciate it if they just want to play a quick regular forts match against a challenger.
sheepluva
parents: 8655
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   137
//When adding new weapons also insert one element in cDefaultAmmos list (hwconsts.cpp.in)
8608
50cc0131b109 move weapons line away from hwconsts.h so that modifying it doesn't needlessly recompile everything, introduce a way to try documenting which weapons each number represents
koda
parents:
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   138
50cc0131b109 move weapons line away from hwconsts.h so that modifying it doesn't needlessly recompile everything, introduce a way to try documenting which weapons each number represents
koda
parents:
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   139