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1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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3 | * described in COPYING.txt. |
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4 | * Portions of this file are copyright Parallax Software and licensed |
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5 | * according to the Parallax license. |
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6 | * See COPYING.txt for license details. |
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7 | */ |
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8 | |||
9 | #pragma once |
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10 | |||
11 | #include <cstdint> |
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12 | |||
13 | #ifdef dsx |
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14 | namespace dsx { |
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15 | |||
16 | enum weapon_id_type : uint8_t |
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17 | { |
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18 | LASER_ID_L1, |
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19 | LASER_ID = LASER_ID_L1, //0..3 are lasers |
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20 | LASER_ID_L2, |
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21 | LASER_ID_L3, |
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22 | LASER_ID_L4, |
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23 | CLS1_DRONE_FIRE = 5, |
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24 | CONTROLCEN_WEAPON_NUM = 6, |
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25 | CONCUSSION_ID = 8, |
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26 | FLARE_ID = 9, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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27 | CLS2_DRONE_LASER = 10, |
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28 | VULCAN_ID = 11, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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29 | #if defined(DXX_BUILD_DESCENT_I) |
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30 | /* Descent shipped with two spreadfire weapons. One cost 0.5 energy |
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31 | * to fire; the other cost 1.0 energy to fire. The two have |
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32 | * differing flight speeds. For reasons unknown, the original code |
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33 | * used the cost of one spreadfire weapon, but used the other weapon |
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34 | * for all other purposes. CHEAP_SPREADFIRE_ID represents the lower |
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35 | * cost weapon, so that it can be named in |
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36 | * Primary_weapon_to_weapon_info. SPREADFIRE_ID represents the |
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37 | * weapon used for all other purposes. |
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38 | */ |
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39 | CHEAP_SPREADFIRE_ID, |
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40 | #elif defined(DXX_BUILD_DESCENT_II) |
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41 | SPREADFIRE_ID = 12, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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42 | #endif |
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43 | PLASMA_ID = 13, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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44 | FUSION_ID = 14, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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45 | HOMING_ID = 15, |
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46 | PROXIMITY_ID = 16, |
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47 | SMART_ID = 17, |
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48 | MEGA_ID = 18, |
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49 | |||
50 | PLAYER_SMART_HOMING_ID = 19, |
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51 | #if defined(DXX_BUILD_DESCENT_I) |
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52 | SPREADFIRE_ID = 20, |
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53 | #endif |
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54 | SUPER_MECH_MISS = 21, |
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55 | REGULAR_MECH_MISS = 22, |
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56 | SILENT_SPREADFIRE_ID = 23, |
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57 | MEDIUM_LIFTER_LASER = 24, |
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58 | SMALL_HULK_FIRE = 25, |
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59 | HEAVY_DRILLER_PLASMA = 26, |
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60 | SPIDER_ROBOT_FIRE = 27, |
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61 | ROBOT_MEGA_ID = 28, |
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62 | ROBOT_SMART_HOMING_ID = 29, |
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63 | #if defined(DXX_BUILD_DESCENT_II) |
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64 | SUPER_LASER_ID = 30, // 30,31 are super lasers (level 5,6) |
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65 | LASER_ID_L5 = SUPER_LASER_ID, |
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66 | LASER_ID_L6, |
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67 | |||
68 | GAUSS_ID = 32, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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69 | HELIX_ID = 33, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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70 | PHOENIX_ID = 34, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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71 | OMEGA_ID = 35, // NOTE: This MUST correspond to the ID generated at bitmaps.tbl read time. |
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72 | |||
73 | FLASH_ID = 36, |
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74 | GUIDEDMISS_ID = 37, |
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75 | SUPERPROX_ID = 38, |
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76 | MERCURY_ID = 39, |
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77 | EARTHSHAKER_ID = 40, |
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78 | SMELTER_PHOENIX_ID = 44, |
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79 | |||
80 | SMART_MINE_HOMING_ID = 47, |
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81 | BPER_PHASE_ENERGY_ID = 48, |
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82 | ROBOT_SMART_MINE_HOMING_ID = 49, |
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83 | ROBOT_SUPERPROX_ID = 53, |
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84 | EARTHSHAKER_MEGA_ID = 54, |
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85 | ROBOT_EARTHSHAKER_ID = 58, |
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86 | ROBOT_EARTHSHAKER_SUBMUNITION_ID = 59, |
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87 | |||
88 | PMINE_ID = 51, //the mine that the designers can place |
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89 | |||
90 | ROBOT_26_WEAPON_46_ID = 46, |
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91 | ROBOT_27_WEAPON_52_ID = 52, |
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92 | ROBOT_28_WEAPON_42_ID = 42, |
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93 | ROBOT_29_WEAPON_20_ID = 20, |
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94 | ROBOT_30_WEAPON_48_ID = 48, |
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95 | ROBOT_36_WEAPON_41_ID = 41, |
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96 | ROBOT_37_WEAPON_41_ID = 41, |
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97 | ROBOT_38_WEAPON_42_ID = 42, |
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98 | ROBOT_39_WEAPON_43_ID = 43, |
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99 | ROBOT_43_WEAPON_55_ID = 55, |
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100 | ROBOT_45_WEAPON_45_ID = 45, |
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101 | ROBOT_46_WEAPON_55_ID = 55, |
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102 | ROBOT_47_WEAPON_26_ID = 26, |
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103 | ROBOT_50_WEAPON_50_ID = 50, |
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104 | ROBOT_52_WEAPON_52_ID = 52, |
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105 | ROBOT_53_WEAPON_45_ID = 45, |
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106 | ROBOT_55_WEAPON_44_ID = 44, |
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107 | ROBOT_57_WEAPON_44_ID = 44, |
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108 | ROBOT_59_WEAPON_48_ID = 48, |
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109 | ROBOT_62_WEAPON_60_ID = 60, |
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110 | ROBOT_47_WEAPON_57_ID = 57, |
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111 | ROBOT_62_WEAPON_61_ID = 61, |
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112 | ROBOT_71_WEAPON_62_ID = 62, // M.A.X. homing flash missile |
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113 | ROBOT_70_WEAPON_64_ID = 64, // Vertigo smelter Phoenix |
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114 | #endif |
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115 | unspecified = 0xff, |
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116 | }; |
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117 | |||
118 | } |
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119 | #endif |