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