ns/dev/hitboxtest/source/mod/AvHTechID.h
2005-04-12 13:43:58 +00:00

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//======== (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