unitdesg.h 2.8 KB

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  1. //***************************************************************************
  2. //
  3. // unitdesg.h - This file contains the unit designation definitions
  4. //
  5. // MechCommander 2
  6. //
  7. //---------------------------------------------------------------------------//
  8. // Copyright (C) Microsoft Corporation. All rights reserved. //
  9. //===========================================================================//
  10. #ifndef UNITDESG_H
  11. #define UNITDESG_H
  12. //***************************************************************************
  13. #define OBJ_ID_FIRST_COMMANDER 492
  14. #define OBJ_ID_LAST_COMMANDER 499
  15. #define OBJ_ID_FIRST_TEAM 500
  16. #define OBJ_ID_LAST_TEAM 508
  17. //#define OBJ_ID_FIRST_GROUP
  18. #define PlayerId 500
  19. #define ClanId 501
  20. #define AlliedId 502
  21. #define PlayerLance0 16
  22. #define PlayerLance1 17
  23. #define PlayerLance2 18
  24. #define PlayerLance3 19
  25. #define PlayerLance4 20
  26. #define PlayerLance5 21
  27. #define PlayerLance6 22
  28. #define PlayerLance7 23
  29. #define ClanStar0 165
  30. #define ClanStar1 166
  31. #define ClanStar2 167
  32. #define ClanStar3 168
  33. #define ClanStar4 169
  34. #define ClanStar5 170
  35. #define ClanStar6 171
  36. #define ClanStar7 172
  37. #define AlliedLance0 329
  38. #define AlliedLance1 330
  39. #define AlliedLance2 331
  40. #define AlliedLance3 332
  41. #define AlliedLance4 333
  42. #define AlliedLance5 334
  43. #define AlliedLance6 335
  44. #define AlliedLance7 336
  45. #define MIN_UNIT_PART_ID 1
  46. #define MAX_UNIT_PART_ID 511
  47. #define MIN_TEAM_PART_ID 500 //Teams are specialized units...
  48. #define MAX_TEAM_PART_ID 511
  49. #define MIN_MOVER_PART_ID 512 //Movers now start here
  50. #define MIN_REINFORCEMENT_PART_ID 2050 //Reinforcements start here...
  51. #define MAX_REINFORCEMENT_PART_ID 3550 //Only 1500 reinforcements allowed...
  52. #define MAX_MOVER_PART_ID 4095 //MIN_MOVER_PART_ID +
  53. //MAX_COMMANDERS * MAX_MOVERGROUPS * MAX_MOVERGROUP_COUNT_START
  54. #define MIN_TERRAIN_PART_ID 4096
  55. #define MAX_TERRAIN_PART_ID 464895 //MIN_TERRAIN_PART_ID +
  56. //block * (MAX_TERRAIN_BLOCK_VERTICES * MAX_TERRAIN_TILE_ITEMS) +
  57. //vertex * MAX_TERRAIN_TILE_ITEMS +
  58. //item
  59. #define MIN_TRAIN_PART_ID 512000
  60. #define MAX_TRAIN_PART_ID 521999 //MIN_TRAIN_PART_ID +
  61. //train * MAX_TRAIN_CARS +
  62. //car
  63. #define MIN_CAMERA_DRONE_ID 525000
  64. #define MAX_CAMERA_DRONE_ID 525999 //MIN_CAMERA_DRONE_ID + cameraDrone
  65. #define MAX_COMMANDERS 8
  66. #define MAX_MOVERGROUPS 16
  67. #define MAX_MOVERGROUP_COUNT_START 12
  68. #define MAX_MOVERGROUP_COUNT 16
  69. #define MAX_TRAIN_CARS 100
  70. #define MAX_TERRAIN_BLOCKS 144
  71. #define MAX_TERRAIN_BLOCK_VERTICES 400
  72. #define MAX_TERRAIN_TILE_ITEMS 8
  73. #define MAX_CAMERA_DRONES 1000
  74. //***************************************************************************
  75. #endif