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134 lines
3.8 KiB
C
134 lines
3.8 KiB
C
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHTechID.h $
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// $Date: 2002/09/23 22:35:52 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHTechID.h,v $
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// Revision 1.8 2002/09/23 22:35:52 Flayra
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// - Regular update
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//
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// Revision 1.7 2002/07/23 17:32:46 Flayra
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// - Regular update
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//
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// Revision 1.6 2002/06/25 18:22:34 Flayra
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// - Renamed buildings
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//
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// Revision 1.5 2002/06/03 17:01:06 Flayra
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// - Renamed weapons factory and armory
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//
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// Revision 1.4 2002/05/23 02:32:57 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_TECH_ID_H
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#define AVH_TECH_ID_H
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typedef enum
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{
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TECH_NULL = 0,
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// Build tech (unlocked when there is at least one building of this type)
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TECH_COMMAND_CENTER = 1,
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//TECH_REINFORCEMENTS = 2,
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TECH_TURRET_FACTORY = 3,
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//TECH_ADVANCED_TURRET_FACTORY = 4,
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TECH_ARMSLAB = 5,
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TECH_PROTOTYPE_LAB = 6,
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TECH_CHEMLAB = 7,
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TECH_ARMORY = 8,
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TECH_ADVANCED_ARMORY = 9,
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TECH_NUKE_PLANT = 10,
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TECH_RESOURCES = 11,
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TECH_OBSERVATORY = 12,
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TECH_PHASE_GATE = 13,
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TECH_MEDLAB = 14,
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TECH_INFANTRYPORTAL = 15,
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// Research tech (permanently unlocked after researching it)
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TECH_RESEARCH_ELECTRICAL = 19,
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TECH_RESEARCH_ARMOR_ONE = 20,
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TECH_RESEARCH_ARMOR_TWO = 21,
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TECH_RESEARCH_ARMOR_THREE = 22,
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TECH_RESEARCH_WEAPONS_ONE = 23,
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TECH_RESEARCH_WEAPONS_TWO = 24,
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TECH_RESEARCH_WEAPONS_THREE = 25,
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TECH_ADVANCED_TURRET_FACTORY = 26,
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TECH_RESEARCH_JETPACKS = 28,
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TECH_RESEARCH_HEAVYARMOR = 29,
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TECH_RESEARCH_DISTRESSBEACON = 30,
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TECH_RESEARCH_HEALTH = 31,
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// 32 is cancel, although there's no real reason to keep these contants lined up, just makes it easier to think about
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TECH_RESEARCH_MOTIONTRACK = 33,
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TECH_RESEARCH_PHASETECH = 34,
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TECH_RESEARCH_CATALYSTS = 35,
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TECH_RESEARCH_GRENADES = 36,
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// Alien tech
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TECH_HIVE = 39,
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TECH_ONE_HIVE = 40,
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TECH_TWO_HIVES = 41,
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TECH_THREE_HIVES = 42,
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TECH_SKULK = 43,
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TECH_GORGE = 44,
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TECH_LERK = 45,
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TECH_FADE = 46,
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TECH_ONOS = 47,
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TECH_MOVEMENT_CHAMBER = 48,
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TECH_DEFENSE_CHAMBER = 49,
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TECH_SENSORY_CHAMBER = 50,
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TECH_OFFENSE_CHAMBER = 51,
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TECH_ALIEN_RESOURCE_NODE = 52,
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// Generic tech levels for combat game mode
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TECH_ONE_LEVEL_ONE = 60,
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TECH_ONE_LEVEL_TWO = 61,
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TECH_ONE_LEVEL_THREE = 62,
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TECH_ONE_LEVEL_FOUR = 63,
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TECH_ONE_LEVEL_FIVE = 64,
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TECH_TWO_LEVEL_ONE = 65,
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TECH_TWO_LEVEL_TWO = 66,
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TECH_TWO_LEVEL_THREE = 67,
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TECH_TWO_LEVEL_FOUR = 68,
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TECH_TWO_LEVEL_FIVE = 69,
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TECH_THREE_LEVEL_ONE = 70,
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TECH_THREE_LEVEL_TWO = 71,
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TECH_THREE_LEVEL_THREE = 72,
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TECH_THREE_LEVEL_FOUR = 73,
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TECH_THREE_LEVEL_FIVE = 74,
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TECH_FOUR_LEVEL_ONE = 75,
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TECH_FOUR_LEVEL_TWO = 76,
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TECH_FOUR_LEVEL_THREE = 77,
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TECH_FOUR_LEVEL_FOUR = 78,
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TECH_FOUR_LEVEL_FIVE = 79,
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TECH_FIVE_LEVEL_ONE = 80,
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TECH_FIVE_LEVEL_TWO = 81,
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TECH_FIVE_LEVEL_THREE = 82,
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TECH_FIVE_LEVEL_FOUR = 83,
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TECH_FIVE_LEVEL_FIVE = 84,
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TECH_PLAYER_TIER_ONE = 85,
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TECH_PLAYER_TIER_TWO = 86,
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TECH_PLAYER_TIER_THREE = 87,
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// Gives a way to add a technology to the tech tree that will never become available
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TECH_PLAYER_UNAVAILABLE = 88
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} AvHTechID;
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#endif
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