/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/combatchunkid.h $* * * * $Author:: Denzil_l $* * * * $Modtime:: 11/21/01 10:26a $* * * * $Revision:: 55 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef COMBATCHUNKID_H #define COMBATCHUNKID_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef SAVELOADIDS_H #include "saveloadids.h" #endif #ifndef DEFINITIONCLASSIDS_H #include "definitionclassids.h" #endif /* ** CHUNKIDs */ enum { CHUNKID_COMBAT = CHUNKID_COMBAT_BEGIN, CHUNKID_TIMER, CHUNKID_TIMER_GAME_OBJ, CHUNKID_TIMER_GAME_OBJ_CUSTOM, CHUNKID_GAME_OBJECTS_BEGIN = CHUNKID_COMBAT_BEGIN + 0x100, CHUNKID_GAME_OBJECT_BULLET, CHUNKID_GAME_OBJECT_C4, CHUNKID_GAME_OBJECT_DEF_C4, XXXCHUNKID_GAME_OBJECT_COMMANDO, XXXCHUNKID_GAME_OBJECT_DEF_COMMANDO, CHUNKID_GAME_OBJECT_POWERUP, CHUNKID_GAME_OBJECT_DEF_POWERUP, CHUNKID_GAME_OBJECT_SAMSITE, CHUNKID_GAME_OBJECT_DEF_SAMSITE, CHUNKID_GAME_OBJECT_SIMPLE, CHUNKID_GAME_OBJECT_DEF_SIMPLE, XXXCHUNKID_GAME_OBJECT_SIMPLE3, XXXCHUNKID_GAME_OBJECT_DEF_SIMPLE3, CHUNKID_GAME_OBJECT_SOLDIER, CHUNKID_GAME_OBJECT_DEF_SOLDIER, CHUNKID_GAME_OBJECT_VEHICLE, CHUNKID_GAME_OBJECT_VISUAL, CHUNKID_GAME_OBJECT_TIMED_VISUAL, CHUNKID_GAME_OBJECT_ANIMATED_VISUAL, CHUNKID_GAME_OBJECT_PROJECTILE_VISUAL, CHUNKID_GAME_OBJECT_XXXXXXXXXXXXXXXXX, XXXCHUNKID_GAME_OBJECT_TANK, XXXCHUNKID_GAME_OBJECT_DEF_TANK, XXXCHUNKID_GAME_OBJECT_TURRET, XXXCHUNKID_GAME_OBJECT_DEF_TURRET, XXXCHUNKID_GAME_OBJECT_BIKE, XXXCHUNKID_GAME_OBJECT_DEF_BIKE, XXXCHUNKID_GAME_OBJECT_FLYING, XXXCHUNKID_GAME_OBJECT_DEF_FLYING, XXXCHUNKID_GAME_OBJECT_CAR, XXXCHUNKID_GAME_OBJECT_DEF_CAR, CHUNKID_SPAWNER, CHUNKID_SPAWNER_DEF, CHUNKID_GAME_OBJECT_SCRIPT_ZONE, CHUNKID_GAME_OBJECT_DEF_SCRIPT_ZONE, CHUNKID_GAME_OBJECT_TRANSITION, CHUNKID_GAME_OBJECT_DEF_TRANSITION, // MISC ITEMS CHUNKID_BACKGROUND_MGR, CHUNKID_WEAPON_DEF, CHUNKID_AMMO_DEF, CHUNKID_GAME_OBJECT_DEF_VEHICLE, CHUNKID_EXPLOSION_DEF, CHUNKID_GAME_OBJECT_CINEMATIC, CHUNKID_GAME_OBJECT_DEF_CINEMATIC, CHUNKID_GAME_OBJECT_DAMAGE_ZONE, CHUNKID_GAME_OBJECT_DEF_DAMAGE_ZONE, CHUNKID_GAME_OBJECT_SPECIAL_EFFECTS, CHUNKID_GAME_OBJECT_DEF_SPECIAL_EFFECTS, CHUNKID_GAME_OBJECT_SAKURA_BOSS, CHUNKID_GAME_OBJECT_DEF_SAKURA_BOSS, CHUNKID_GAME_OBJECT_BUILDING, CHUNKID_GAME_OBJECT_DEF_BUILDING, CHUNKID_GAME_OBJECT_BEACON, CHUNKID_GAME_OBJECT_DEF_BEACON, CHUNKID_GAME_OBJECT_REFINERY, CHUNKID_GAME_OBJECT_DEF_REFINERY, CHUNKID_GAME_OBJECT_POWERPLANT, CHUNKID_GAME_OBJECT_DEF_POWERPLANT, CHUNKID_GAME_OBJECT_SOLDIER_FACTORY, CHUNKID_GAME_OBJECT_DEF_SOLDIER_FACTORY, CHUNKID_GAME_OBJECT_VEHICLE_FACTORY, CHUNKID_GAME_OBJECT_DEF_VEHICLE_FACTORY, CHUNKID_GAME_OBJECT_AIRSTRIP, CHUNKID_GAME_OBJECT_DEF_AIRSTRIP, CHUNKID_GAME_OBJECT_WARFACTORY, CHUNKID_GAME_OBJECT_DEF_WARFACTORY, CHUNKID_GAME_OBJECT_COMCENTER, CHUNKID_GAME_OBJECT_DEF_COMCENTER, CHUNKID_GAME_OBJECT_REPAIR_BAY, CHUNKID_GAME_OBJECT_DEF_REPAIR_BAY, CHUNKID_MAPMGR, CHUNKID_ENCYCLOPEDIAMGR, CHUNKID_GAME_OBJECT_MENDOZA_BOSS, CHUNKID_GAME_OBJECT_DEF_MENDOZA_BOSS, CHUNKID_GAME_OBJECT_RAVESHAW_BOSS, CHUNKID_GAME_OBJECT_DEF_RAVESHAW_BOSS, CHUNKID_GAME_OBJECT_OBSERVERS_BEGIN = CHUNKID_COMBAT_BEGIN + 0x200, CHUNKID_SOLDIER_OBSERVER, CHUNKID_BEACON_MONITOR, CHUNKID_BUILDINGS_BEGIN = CHUNKID_COMBAT_BEGIN + 0x301, CHUNKID_BUILDING, CHUNKID_BUILDINGS_DEF_BEGIN = CHUNKID_COMBAT_BEGIN + 0x401, CHUNKID_BUILDING_DEF, CHUNKID_ACTION_CODE_BEGIN = CHUNKID_COMBAT_BEGIN + 0x500, CHUNKID_ACTION_CODE_FOLLOW_INPUT, CHUNKID_ACTION_CODE_STAND, CHUNKID_ACTION_CODE_GOTO, CHUNKID_ACTION_CODE_ENTER_EXIT, CHUNKID_ACTION_CODE_ATTACK, CHUNKID_ACTION_CODE_PLAY_ANIMATION, CHUNKID_ACTION_CODE_FACE_LOCATION, CHUNKID_ACTION_CODE_DIVE, CHUNKID_ACTION_CODE_CONVERSATION, CHUNKID_ACTION_CODE_DOCK, CHUNKID_GLOBAL_SETTINGS_DEF = CHUNKID_COMBAT_BEGIN + 0x600, CHUNKID_GLOBAL_SETTINGS_DEF_HUMAN_LOITER, CHUNKID_GLOBAL_SETTINGS_DEF_GENERAL, CHUNKID_GLOBAL_SETTINGS_DEF_HUD, CHUNKID_GLOBAL_SETTINGS_DEF_EVA, CHUNKID_GLOBAL_SETTINGS_DEF_CHAR_CLASS, CHUNKID_GLOBAL_SETTINGS_DEF_HUMAN_ANIM_OVERRIDE, CHUNKID_GLOBAL_SETTINGS_DEF_PURCHASE, CHUNKID_GLOBAL_SETTINGS_DEF_TEAM_PURCHASE, CHUNKID_GLOBAL_SETTINGS_DEF_CNCMODE, CHUNKID_CONVERSATION_MGR = CHUNKID_COMBAT_BEGIN + 0x700, CHUNKID_WEATHER_MGR = CHUNKID_COMBAT_BEGIN + 0x800, CHUNKID_PLAYER_DATA = CHUNKID_COMBAT_BEGIN + 0x900, CHUNKID_PLAYER_DATA_CPLAYER, }; /* ** Game Object CLASSIDs */ enum { CLASSID_GAME_OBJECT_DEF_SOLDIER = CLASSID_GAME_OBJECTS + 1, XXXCLASSID_GAME_OBJECT_DEF_COMMANDO, CLASSID_GAME_OBJECT_DEF_POWERUP, CLASSID_GAME_OBJECT_DEF_SIMPLE, XXXCLASSID_GAME_OBJECT_DEF_SIMPLE3, CLASSID_GAME_OBJECT_DEF_C4, CLASSID_GAME_OBJECT_DEF_SAMSITE, XXCLASSID_GAME_OBJECT_DEF_TANK, XXCLASSID_GAME_OBJECT_DEF_TURRET, XXCLASSID_GAME_OBJECT_DEF_BIKE, XXCLASSID_GAME_OBJECT_DEF_FLYING, XXCLASSID_GAME_OBJECT_DEF_CAR, CLASSID_SPAWNER_DEF, CLASSID_GAME_OBJECT_DEF_SCRIPT_ZONE, CLASSID_GAME_OBJECT_DEF_TRANSITION, CLASSID_GAME_OBJECT_DEF_VEHICLE, CLASSID_GAME_OBJECT_DEF_CINEMATIC, CLASSID_GAME_OBJECT_DEF_DAMAGE_ZONE, CLASSID_GAME_OBJECT_DEF_SPECIAL_EFFECTS, CLASSID_GAME_OBJECT_DEF_SAKURA_BOSS, XXXCLASSID_GAME_OBJECT_DEF_BUILDING, CLASSID_GAME_OBJECT_DEF_BEACON, CLASSID_GAME_OBJECT_DEF_MENDOZA_BOSS, CLASSID_GAME_OBJECT_DEF_RAVESHAW_BOSS // MISC DEFINITIONS }; /* ** Munitions CLASSIDs */ enum { CLASSID_DEF_WEAPON = CLASSID_MUNITIONS + 1, CLASSID_DEF_AMMO, CLASSID_DEF_EXPLOSION, }; /* ** Building CLASSIDs */ enum { CLASSID_GAME_OBJECT_DEF_BUILDING = CLASSID_BUILDINGS + 1, CLASSID_GAME_OBJECT_DEF_REFINERY, CLASSID_GAME_OBJECT_DEF_POWERPLANT, CLASSID_GAME_OBJECT_DEF_SOLDIER_FACTORY, CLASSID_GAME_OBJECT_DEF_VEHICLE_FACTORY, CLASSID_GAME_OBJECT_DEF_AIRSTRIP, CLASSID_GAME_OBJECT_DEF_WARFACTORY, CLASSID_GAME_OBJECT_DEF_COMCENTER, CLASSID_GAME_OBJECT_DEF_REPAIR_BAY, }; /* ** GlobalSettings CLASSIDs */ enum { CLASSID_GLOBAL_SETTINGS_DEF = CLASSID_GLOBAL_SETTINGS + 1, CLASSID_GLOBAL_SETTINGS_DEF_HUMAN_LOITER, CLASSID_GLOBAL_SETTINGS_DEF_GENERAL, CLASSID_GLOBAL_SETTINGS_DEF_HUD, CLASSID_GLOBAL_SETTINGS_DEF_EVA, CLASSID_GLOBAL_SETTINGS_DEF_CHAR_CLASS, CLASSID_GLOBAL_SETTINGS_DEF_HUMAN_ANIM_OVERRIDE, CLASSID_GLOBAL_SETTINGS_DEF_PURCHASE, CLASSID_GLOBAL_SETTINGS_DEF_TEAM_PURCHASE, CLASSID_GLOBAL_SETTINGS_DEF_CNCMODE, }; #endif // COMBATCHUNKID_H