author | nemo |
Wed, 05 Aug 2015 11:33:02 -0400 | |
changeset 11036 | 6e866be63b1d |
parent 10789 | acbf69e2e5cf |
child 11511 | 2d26ad94a731 |
permissions | -rw-r--r-- |
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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
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/* |
50cc0131b109
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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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* |
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
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* This program is free software; you can redistribute it and/or modify |
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
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* it under the terms of the GNU General Public License as published by |
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
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* the Free Software Foundation; version 2 of the License |
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
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* |
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
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* This program is distributed in the hope that it will be useful, |
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
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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
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* GNU General Public License for more details. |
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
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* |
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
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* You should have received a copy of the GNU General Public License |
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
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* along with this program; if not, write to the Free Software |
10108
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
sheepluva
parents:
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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koda
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*/ |
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
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|
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
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|
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
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// TODO: keep on documenting all the weapons |
50cc0131b109
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//skip---------------------------------| |
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
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//structure------------------------------------------------------------------| |
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
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|
9785
74445ca0b489
More sane default weapons: remove rc, freezer, portals and landspray
unc0rr
parents:
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24 |
|
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:
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#define AMMOLINE_DEFAULT_QT "939192942219912103223511100120000000021110010101111100010" |
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:
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#define AMMOLINE_DEFAULT_PROB "040504054160065554655446477657666666615551010111541111111" |
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:
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#define AMMOLINE_DEFAULT_DELAY "000000000000020550000004000700400000000022000000060002000" |
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:
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#define AMMOLINE_DEFAULT_CRATE "131111031211111112311411111111111111121111110111111111111" |
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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
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|
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:
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#define AMMOLINE_CRAZY_QT "999999999999999999299999999999999929999999990999999299919" |
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:
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#define AMMOLINE_CRAZY_PROB "111111011111111111111111111111111111111111110111111111111" |
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:
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#define AMMOLINE_CRAZY_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:
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#define AMMOLINE_CRAZY_CRATE "131111031211111112311411111111111111121111010111111111111" |
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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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|
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:
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#define AMMOLINE_PROMODE_QT "909000900000000000000900000000000000000000000000000000000" |
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:
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#define AMMOLINE_PROMODE_PROB "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:
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#define AMMOLINE_PROMODE_DELAY "000000000000020550000004000700400000000020000000000002000" |
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:
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#define AMMOLINE_PROMODE_CRATE "111111011111111111111111111111111111111110010111111111111" |
8608
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koda
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39 |
|
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:
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#define AMMOLINE_SHOPPA_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:
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#define AMMOLINE_SHOPPA_PROB "444441004424440221011212122242200000000200040001001100101" |
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:
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#define AMMOLINE_SHOPPA_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:
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#define AMMOLINE_SHOPPA_CRATE "111111011111111111111111111111111111111110110111111111101" |
8608
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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
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|
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:
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#define AMMOLINE_CLEAN_QT "101000900001000001100000000000000000000000000000100000000" |
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:
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#define AMMOLINE_CLEAN_PROB "040504054160065554655446477657666666615551010111541112111" |
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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#define AMMOLINE_CLEAN_DELAY "000000000000000000000000000000000000000000000000000002000" |
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
diff
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#define AMMOLINE_CLEAN_CRATE "131111031211111112311411111111111111121111110111111111111" |
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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|
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:
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#define AMMOLINE_MINES_QT "000000990009000000030000000000000000000000000000000000000" |
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:
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#define AMMOLINE_MINES_PROB "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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#define AMMOLINE_MINES_DELAY "000000000000020550000004000700400000000020000000060002000" |
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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#define AMMOLINE_MINES_CRATE "111111011111111111111111111111111111111111110111111111111" |
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
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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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#define AMMOLINE_PORTALS_QT "900000900200000000210000000000000011000009000000000000000" |
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:
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#define AMMOLINE_PORTALS_PROB "040504054160065554655446477657666666615551010111541112111" |
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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#define AMMOLINE_PORTALS_DELAY "000000000000020550000004000700400000000020000000060002000" |
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
diff
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#define AMMOLINE_PORTALS_CRATE "131111031211111112311411111111111111121111110111111111111" |
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:
diff
changeset
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59 |
|
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
diff
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60 |
#define AMMOLINE_ONEEVERY_QT "111111911111111111111111111111111111111111111111111111111" |
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
diff
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61 |
#define AMMOLINE_ONEEVERY_PROB "111111011111111111111111111111111111111111111111111111111" |
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
diff
changeset
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62 |
#define AMMOLINE_ONEEVERY_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
diff
changeset
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63 |
#define AMMOLINE_ONEEVERY_CRATE "111111011111111111111111111111111111111111111111111111111" |
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:
diff
changeset
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64 |
|
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
diff
changeset
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65 |
#define AMMOLINE_HIGHLANDER_QT "111111911111111111110191111111111001011111011110110011010" |
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
diff
changeset
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66 |
#define AMMOLINE_HIGHLANDER_PROB "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
diff
changeset
|
67 |
#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
diff
changeset
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68 |
#define AMMOLINE_HIGHLANDER_CRATE "000000000000000000000000000000000000000000000000000000000" |
10083
b20f9481e5cb
Make highlander configurable using weapons, commit weaponset mimicking old values
nemo
parents:
9785
diff
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69 |
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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
diff
changeset
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#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
diff
changeset
|
71 |
#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
diff
changeset
|
72 |
#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
diff
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|
73 |
#define AMMOLINE_CONSTRUCTION_CRATE "111111011111111111111111111111111111111111111111111111110" |
10549
6b08a29cadea
Add scheme and weaponset for Construction Mode.
mikade <redgrinner@gmail.com>
parents:
10108
diff
changeset
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74 |
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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
diff
changeset
|
75 |
#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
diff
changeset
|
76 |
#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
diff
changeset
|
77 |
#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
diff
changeset
|
78 |
#define AMMOLINE_SHOPPAPRO_CRATE "111111011111111111111111111111111111111110110111111112110" |
10599 | 79 |
|
10549
6b08a29cadea
Add scheme and weaponset for Construction Mode.
mikade <redgrinner@gmail.com>
parents:
10108
diff
changeset
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80 |
|
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
diff
changeset
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81 |
//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:
diff
changeset
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82 |
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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:
diff
changeset
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83 |