// ----------------------------------------------------------------------- // // // MODULE : Generic_msg_de.h // // PURPOSE : Generic game message ids // // CREATED : 10/8/97 // // ----------------------------------------------------------------------- // #ifndef __GENERIC_MSG_DE_H__ #define __GENERIC_MSG_DE_H__ // Defines... // All of the following messages are sent between objects: // (i.e., Object <-> Object) // For MID_TRIGGER, the message should contain 1 HSTRING that represents // the trigger functionality (e.g. "CLOSE") // #define MID_TRIGGER 1000 // For MID_DAMAGE, the message should contain (in order) 1 DVector that // represents the direction the damage came from, and 1 DFLOAT that represents // the damage amount // #define MID_DAMAGE 1001 // For MID_REPAIR, the message should contain 1 DFLOAT that represents the // repair amount // #define MID_REPAIR 1002 // For MID_HEAL, the message should contain 1 DFLOAT that represents the // heal amount // #define MID_HEAL 1003 // For MID_ADDWEAPON, the message should contain (in order), 1 DBYTE that // represents the weapon id (this id may be game specific), and 1 DFLOAT // that represents the amount of ammo the weapon contains // #define MID_ADDWEAPON 1004 // For MID_PICKEDUP, the message should contain 1 float that represents // the time to remain invisible. Specify -1.0 to use the object's default // respawn time. #define MID_PICKEDUP 1005 // For MID_INVENTORYITEMTOUCH, the message should contain (in order), // 1 DBYTE that specifies the type of item, and 1 HSTRING that specifies // the name of the item #define MID_INVENTORYITEMTOUCH 1006 // For MID_INVENTORYITEMNEEDED, the message should contain (in order), // 1 DBYTE that specifies the type of item needed, and 1 HSTRING that // identifies the name of the item needed #define MID_INVENTORYITEMQUERY 1007 // For MID_INVENTORYITEMHAVE, the message should contain (in order), // 1 DBYTE that specifies the type of item, and 1 HSTRING that identifies // the name of the item (should both be the same as in the query). #define MID_INVENTORYQUERYRESPONSE 1008 // For MID_AMMO, the message should contain (in order), 1 DBYTE that // represents the ammo type (this id may be game specific), and 1 DFLOAT // that represents the amount of ammo. // #define MID_ADDAMMO 1009 #endif // __GENERIC_MSG_DE_H__