/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code 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.

Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#ifdef TURTLEARENA
#define INVENTORY_NONE				0
#define INVENTORY_HEALTH			1

//#ifdef TA_WEAPSYS_EX
// If INVENTORY_WAEPON is different than INVENTORY_DEFAULTWEAPON,
//   the default can be used by dropping current weapon.
#define INVENTORY_DEFAULTWEAPON		2 // player's default weapon
#define INVENTORY_WEAPON			3 // weapon player is holding
#define INVENTORY_AMMO 				4 // ammo for weapon player is holding
//#endif

// MISSIONPACK
#define INVENTORY_PERSISTANT_POWER	5
//#ifdef MISSIONPACK_HARVESTER
//#define INVENTORY_REDCUBE			6
//#define INVENTORY_BLUECUBE		7
//#endif

// holdable items
#define INVENTORY_MEDKIT			15
#define INVENTORY_PORTAL			16
#define INVENTORY_SHURIKEN			17
#define INVENTORY_ELECTRICSHURIKEN	18
#define INVENTORY_FIRESHURIKEN		19
#define INVENTORY_LASERSHURIKEN		20

// powerups
#define INVENTORY_QUAD				30
#define INVENTORY_ENVIRONMENTSUIT	31
#define INVENTORY_HASTE				32
#define INVENTORY_INVISIBILITY		33
#define INVENTORY_FLIGHT			34
#define INVENTORY_INVUL				35
#define INVENTORY_REDFLAG			36
#define INVENTORY_BLUEFLAG			37
#define INVENTORY_NEUTRALFLAG		38

// MISSIONPACK persistant powers
#define INVENTORY_SCOUT				39
#define INVENTORY_GUARD				40
#define INVENTORY_DOUBLER			41
#define INVENTORY_AMMOREGEN			42

// 45-49 are free

//TA_WEAPSYS
#define INVENTORY_WEAPON_START		50 // MAX_BG_WEAPONS-1 (31) slots starting here
#define INVENTORY_AMMO_START		81 // MAX_BG_WEAPONS-1 (31) slots starting here

//enemy stuff
#define ENEMY_HORIZONTAL_DIST		200
#define ENEMY_HEIGHT				201
#define NUM_VISIBLE_ENEMIES			202
#define NUM_VISIBLE_TEAMMATES		203

#else // NOT TURTLEARENA ===================================================

#define INVENTORY_NONE				0
//armor
#define INVENTORY_ARMOR				1
//weapons
#define INVENTORY_GAUNTLET			4
#define INVENTORY_SHOTGUN			5
#define INVENTORY_MACHINEGUN		6
#define INVENTORY_GRENADELAUNCHER	7
#define INVENTORY_ROCKETLAUNCHER	8
#define INVENTORY_LIGHTNING			9
#define INVENTORY_RAILGUN			10
#define INVENTORY_PLASMAGUN			11
#define INVENTORY_BFG10K			13
#define INVENTORY_GRAPPLINGHOOK		14
#define INVENTORY_NAILGUN			15
#define INVENTORY_PROXLAUNCHER		16
#define INVENTORY_CHAINGUN			17
//ammo
#define INVENTORY_SHELLS			18
#define INVENTORY_BULLETS			19
#define INVENTORY_GRENADES			20
#define INVENTORY_CELLS				21
#define INVENTORY_LIGHTNINGAMMO		22
#define INVENTORY_ROCKETS			23
#define INVENTORY_SLUGS				24
#define INVENTORY_BFGAMMO			25
#define INVENTORY_NAILS				26
#define INVENTORY_MINES				27
#define INVENTORY_BELT				28
//powerups
#define INVENTORY_HEALTH			29
#define INVENTORY_TELEPORTER		30
#define INVENTORY_MEDKIT			31
#define INVENTORY_KAMIKAZE			32
#define INVENTORY_PORTAL			33
#define INVENTORY_INVULNERABILITY	34
#define INVENTORY_QUAD				35
#define INVENTORY_ENVIRONMENTSUIT	36
#define INVENTORY_HASTE				37
#define INVENTORY_INVISIBILITY		38
#define INVENTORY_REGEN				39
#define INVENTORY_FLIGHT			40
#define INVENTORY_SCOUT				41
#define INVENTORY_GUARD				42
#define INVENTORY_DOUBLER			43
#define INVENTORY_AMMOREGEN			44

#define INVENTORY_REDFLAG			45
#define INVENTORY_BLUEFLAG			46
#define INVENTORY_NEUTRALFLAG		47
#define INVENTORY_REDCUBE			48
#define INVENTORY_BLUECUBE			49
#ifdef TA_WEAPSYS
#define INVENTORY_WEAPON_START 50 // 31 slots starting here
#define INVENTORY_AMMO_START 81 // 31 slots starting here
#endif
//enemy stuff
#define ENEMY_HORIZONTAL_DIST		200
#define ENEMY_HEIGHT				201
#define NUM_VISIBLE_ENEMIES			202
#define NUM_VISIBLE_TEAMMATES		203

// if running the mission pack
#ifdef MISSIONPACK

//#error "running mission pack"

#endif

//item numbers (make sure they are in sync with bg_itemlist in bg_misc.c)
#define MODELINDEX_ARMORSHARD		1
#define MODELINDEX_ARMORCOMBAT		2
#define MODELINDEX_ARMORBODY		3
#define MODELINDEX_HEALTHSMALL		4
#define MODELINDEX_HEALTH			5
#define MODELINDEX_HEALTHLARGE		6
#define MODELINDEX_HEALTHMEGA		7

#define MODELINDEX_GAUNTLET			8
#define MODELINDEX_SHOTGUN			9
#define MODELINDEX_MACHINEGUN		10
#define MODELINDEX_GRENADELAUNCHER	11
#define MODELINDEX_ROCKETLAUNCHER	12
#define MODELINDEX_LIGHTNING		13
#define MODELINDEX_RAILGUN			14
#define MODELINDEX_PLASMAGUN		15
#define MODELINDEX_BFG10K			16
#define MODELINDEX_GRAPPLINGHOOK	17

#define MODELINDEX_SHELLS			18
#define MODELINDEX_BULLETS			19
#define MODELINDEX_GRENADES			20
#define MODELINDEX_CELLS			21
#define MODELINDEX_LIGHTNINGAMMO	22
#define MODELINDEX_ROCKETS			23
#define MODELINDEX_SLUGS			24
#define MODELINDEX_BFGAMMO			25

#define MODELINDEX_TELEPORTER		26
#define MODELINDEX_MEDKIT			27
#define MODELINDEX_QUAD				28
#define MODELINDEX_ENVIRONMENTSUIT	29
#define MODELINDEX_HASTE			30
#define MODELINDEX_INVISIBILITY		31
#define MODELINDEX_REGEN			32
#define MODELINDEX_FLIGHT			33

#define MODELINDEX_REDFLAG			34
#define MODELINDEX_BLUEFLAG			35

// mission pack only defines

#define MODELINDEX_KAMIKAZE			36
#define MODELINDEX_PORTAL			37
#define MODELINDEX_INVULNERABILITY	38

#define MODELINDEX_NAILS			39
#define MODELINDEX_MINES			40
#define MODELINDEX_BELT				41

#define MODELINDEX_SCOUT			42
#define MODELINDEX_GUARD			43
#define MODELINDEX_DOUBLER			44
#define MODELINDEX_AMMOREGEN		45

#define MODELINDEX_NEUTRALFLAG		46
#define MODELINDEX_REDCUBE			47
#define MODELINDEX_BLUECUBE			48

#define MODELINDEX_NAILGUN			49
#define MODELINDEX_PROXLAUNCHER		50
#define MODELINDEX_CHAINGUN			51

#ifdef TA_WEAPSYS
#define MODELINDEX_DEFAULTWEAPON	52 // weapon index -1
#endif

//
#define WEAPONINDEX_GAUNTLET			1
#define WEAPONINDEX_MACHINEGUN			2
#define WEAPONINDEX_SHOTGUN				3
#define WEAPONINDEX_GRENADE_LAUNCHER	4
#define WEAPONINDEX_ROCKET_LAUNCHER		5
#define WEAPONINDEX_LIGHTNING			6
#define WEAPONINDEX_RAILGUN				7
#define WEAPONINDEX_PLASMAGUN			8
#define WEAPONINDEX_BFG					9
#define WEAPONINDEX_GRAPPLING_HOOK		10
#define WEAPONINDEX_NAILGUN				11
#define WEAPONINDEX_PROXLAUNCHER		12
#define WEAPONINDEX_CHAINGUN			13

#endif // TURTLEARENA
