//--------------------------------------------------------------------------- // // DObjNum.h -- File contains the Basic Game Object Type definitions // // MechCommander 2 // //---------------------------------------------------------------------------// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// #ifndef DOBJNUM_H #define DOBJNUM_H //--------------------------------------------------------------------------- // Include Files //--------------------------------------------------------------------------- // Macro Definitions // These are very important. They are the basis that both the data files and // game code use to determine who is what kind of thing. This file must be // kept current to both data and code. #define INVALID_OBJECT -1 #define BASETHORMECH 0x1 #define BASELOKIMECH 0x2 #define BASEAWESOMEMECH 0x3 #define RED_LASER 0x4 #define GREEN_LASER 0x5 //#define EXPLOSION 0x6 #define BETULA 0x7 #define PINE 0x8 #define PALM 0x9 #define REAL_FARM_BUILDING 0xA #define WHITE_SMOKE_GEN 0xB #define BLACK_SMOKE_GEN 0xC #define BULLET_GEN 0xD #define MISSILE_GEN 0xE #define BASEULLERMECH 0xF #define BASEHUNCHBACKMECH 0x10 #define BASECOUGARMECH 0x11 #define BASECATAPULTMECH 0x12 #define BARNA_A1 0x13 #define BARNB_A1 0x14 #define BARNC_A1 0x15 #define BARND_A1 0x16 #define COMM_A1 0x17 #define FRMHSA_A1 0x18 #define FRMHSB_A1 0x19 #define FRMHSD_A1 0x1A #define GRNSTR_A1 0x1B #define HBGEODESIC_A1 0x1C #define HPMPB_A1 0x1D #define HVINDYB_A1 0x1E #define INDYPLANT_A1 0x1F #define LTINDYSIMPLE_A1 0x20 #define PWRPLT_A1 0x21 #define SILOB_A1 0x22 #define STGBOX_A1 0x23 #define STRA_A1 0x24 #define TOMSILO_A1 0x25 #define TRNLDSILOS_A1 0x26 #define LASERHIT 0x27 #define AC20HIT 0x28 #define MECHDESTRUCT 0x29 #define BUILDBOOM 0x2A #define HBSTRIKER 0x2B #define BASECOMMANDOMECH 0x2C #define BASECOMMANDO2CMECH 0x2D #define BASEFIRESTARTERMECH 0x2E #define BASEHOLLANDERMECH 0x2F #define BASERAVENMECH 0x30 #define BASECENTURIONMECH 0x31 #define BASEJAGERMECHMECH 0x32 #define BASEATLASMECH 0x33 #define BASEMADCATMECH 0x34 #define BASEMASAKARIMECH 0x35 #define BASEVULTUREMECH 0x36 #define BASEPUMAMECH 0x37 #define THORLARM 0x38 #define THORRARM 0x39 #define THORDEST 0x3A #define WAYPNT_ICON 0x3B #define MINE_ICON 0x3C #define MOVE_ICON 0x3D #define ARTLRY_ICON 0x3E #define CRITICAL_HIT 0x3F #define BASEFIRESTARTER2MECH 0x40 #define BASECENTURTION2MECH 0x41 #define DAMAGE_SMOKE 0x42 #define PPC_FX 0x43 #define BARNA_A2 0x44 #define BARNB_A2 0x45 #define BARNC_A2 0x46 #define BARND_A2 0x47 #define BARND_A3 0x48 #define BARND_A4 0x49 #define COMM_A2 0x4A #define COMM_A3 0x4B #define COMM_A4 0x4C #define FRMHSA_A2 0x4D #define FRMHSB_A2 0x4E #define GRNSTR_A2 0x4F #define HBBARRACK_A1 0x50 #define HBBARRACK_A2 0x51 #define HBBARRACK_A3 0x52 #define HBBARRACK_A4 0x53 #define HBGEODESIC_A2 0x54 #define HBMPERM1_A1 0x55 #define HBMPERM1_A2 0x56 #define HBMPERM1_A3 0x57 #define HBMPERM1_A4 0x58 #define HBMPERM2_A1 0x59 #define HBMPERM2_A2 0x5A #define HBMPERM2_A3 0x5B #define HBMPERM2_A4 0x5C #define HBTRKBNK_A1 0x5D #define HBTRKBNK_A2 0x5E #define HBTRKBNK_A3 0x5F #define HBTRKBNK_A4 0x60 #define HBTRKBUNKER_A1 0x61 #define HBTRKBUNKER_A2 0x62 #define HBTRKBUNKER_A3 0x63 #define HBTRKBUNKER_A4 0x64 #define HBWAREHSEA_A1 0x65 #define HBWAREHSEA_A2 0x66 #define HBWAREHSEA_A3 0x67 #define HBWAREHSEA_A4 0x68 #define HPMPA_A2 0x69 #define HPMPA_A1 0x6A #define HPMPB_A2 0x6B #define HPMPB_A3 0x6C #define HPMPB_A4 0x6D #define HVINDYA_A1 0x6E #define HVINDYA_A2 0x6F #define HVINDYA_A3 0x70 #define HVINDYA_A4 0x71 //#define HVINDYB_A1 0x72 #define HVINDYB_A2 0x73 #define HVINDYB_A3 0x74 #define HVINDYB_A4 0x75 #define HVINDYC_A1 0x76 #define HVINDYC_A2 0x77 #define HVINDYC_A3 0x78 #define HVINDYC_A4 0x79 #define HVINDYD_A1 0x7A #define HVINDYD_A2 0x7B #define INDYPLANT_A2 0x7C #define LTINDYSIMPLE_A2 0x7D #define PWRPLT_A2 0x7E #define PWRPLT_A3 0x7F #define PWRPLT_A4 0x80 #define SILOB_A2 0x81 #define STGBOX_A2 0x82 #define STGBOX_A3 0x83 #define STGBOX_A4 0x84 #define STRA_A2 0x85 #define TRNLDSILOS_A2 0x86 #define TRNLDSILOS_A3 0x87 #define TRNLDSILOS_A4 0x88 #define INDYHOUSE_A1 0x89 #define INDYHOUSE_A2 0x8A #define TOMSILO_A2 0x8B #define WTRTWR_A1 0x8C #define WTRTWR_A2 0x8D #define WTRCANS_A1 0x8E #define WTRCANS_A2 0x8F #define URBANA_A1 0x90 #define URBANA_A2 0x91 #define URBANA_A3 0x92 #define URBANA_A4 0x93 #define URBANB_A1 0x94 #define URBANB_A2 0x95 #define URBANB_A3 0x96 #define URBANB_A4 0x97 #define URBANE_A1 0x98 #define URBANE_A2 0x99 #define URBANE_A3 0x9A #define URBANE_A4 0x9B #define FRMHSD_A2 0x9C #define ATLARM 0x9d #define ATRARM 0x9e #define CMLARM 0x9f #define CMRARM 0xa0 #define CNLARM 0xa1 #define CNRARM 0xa2 #define FSLARM 0xa3 #define FSRARM 0xa4 #define KLARM 0xa5 #define KRARM 0xa6 #define MCLARM 0xa7 #define MCRARM 0xa8 #define PLARM 0xa9 #define PRARM 0xaa #define AWLARM 0xab #define AWRARM 0xac #define CGLARM 0xad #define CGRARM 0xae #define HBLARM 0xaf #define HBRARM 0xb0 #define JMLARM 0xb1 #define JMRARM 0xb2 #define LKLARM 0xb3 #define LKRARM 0xb4 #define ULLARM 0xb5 #define ULRARM 0xb6 #define BIG_ARTLRY 0xf8 // 248 #define SMALL_ARTLRY 0xf9 // 249 #define SENSOR_ARTLRY 0xfa // 250 #define BIG_STRIKE 0x1fb // 507 #define SMALL_STRIKE 0x1fc // 508 #define SENSOR_STRIKE 0x1fd // 509 #define CAMERA_CALL 0x204 // 516 #define CAMERA_DRONE 0x205 // 517 //--------------------------------------------------------------------------- #endif