148 lines
6.9 KiB
C
148 lines
6.9 KiB
C
/*-------------------------------------------------------------------------------------
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DefNode.h : Node & ReadRule
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Author : Olivier Couvreur 25/09/97
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--------------------------------------------------------------------------------------*/
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#if !defined(M_DEFINE_NODE)
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#error You should define M_DEFINE_NODE accordingly before including this file !
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#endif
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/* for script*/
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/* in DEFINES.AI in Gamedata\World\_Common\Families*/
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#define C_DefineAIFiles "Defines.ai"
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#define C_CreateAIDefines_String "CreateAIDefines"
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#define C_ConstantRefString "ConstantRef"
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#define C_RealRefString "RealRef"
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/* in .AI*/
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#define C_CreateAIModel_String "CreateAIModel"
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#define C_CreateIntellAIModel_String "CreateIntellAIModel"
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#define C_CreateReflexAIModel_String "CreateReflexAIModel"
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#define C_CreateVariableDeclarationAIModel_String "CreateVariableDeclarationAIModel"
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#define C_CreateMacroAIModel_String "CreateMacroAIModel"
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#define C_CreatePseudoTree_String "CreatePseudoTree"
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/* in .NOD : CFAST*/
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#define C_MakeNodeString "MakeNode"
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/* in .MAC*/
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#define C_CreateListOfMacro_String "CreateListOfMacro"
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#define C_CreateMacro_String "CreateMacro"
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/* in .DEC */
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#define C_CreateVariables_String "CreateVariables"
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/* for SAI*/
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#define C_TypeSaveVariables_String "TypeSaveVariable"
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/* for OTI*/
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#define C_TypeInitVariables_String "TypeInitVariable"
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/* in .CAR*/
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#define C_InitVariables_String "InitVariables"
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#define C_InitComportReflex_String "InitComportReflex"
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#define C_InitComportIntelligence_String "InitComportIntelligence"
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/* in .RUL & .RFX*/
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#define C_ScriptAIReferenceString "ScriptAIReference"
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/* sections and subsections*/
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#define C_CreateIntelligence_String "CreateIntelligence"
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#define C_CreateComport_String "CreateComport"
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#define C_CreateRule_String "CreateRule"
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#define C_CreateSchedule_String "CreateSchedule"
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/* entries (nodes)*/
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#define C_KeyWordString "KeyWord"
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#define C_ConditionString "Condition"
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#define C_MetaActionString "MetaAction"
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#define C_FieldString "Field"
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#define C_ConstantString "Constant"
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#define C_OperatorString "Operator"
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#define C_FunctionString "Function"
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#define C_ProcedureString "Procedure"
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#define C_DsgVarString "DsgVar"
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#define C_DsgVarRefString "DsgVarRef"
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#define C_RealString "Real"
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#define C_BeginMacroString "BeginMacro"
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#define C_EndMacroString "EndMacro"
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#define C_VectorString "Vector"
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#define C_ConstantVectorString "ConstantVector"
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#define C_PersoRefString "PersoRef"
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#define C_ActionRefString "ActionRef"
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#define C_WayPointString "WayPoint"
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#define C_ModuleString "Module"
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#define C_DsgVarIdString "DsgVarId"
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#define C_ComportRefString "ComportRef"
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#define C_ButtonString "Button"
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#define C_StringString "String"
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#define C_MaskString "Mask"
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#define C_LipSynchroRefString "LipSynchroRef"
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#define C_ObjectTableRefString "ObjectTableRef"
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#define C_SectorRefString "SectorRef"
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#define C_SuperObjectRefString "SuperObjectRef"
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#define C_FamilyRefString "FamilyRef"
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#define C_ModuleRefString "ModuleRef"
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#define C_SoundEventRefString "SoundEventRef"
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#define C_TextRefString "TextRef"
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#define C_FontRefString "FontRef"
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#define C_ParticleGeneratorString "ParticleGenerator"
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#define C_GameMaterialRefString "GameMaterialRef"
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#define C_ColorString "Color"
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#define C_ModelRefString "ModelRef"
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#define C_LightString "Light"
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#define C_CapsString "CapsRef"
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#define C_GraphString "GraphRef"
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#define C_MacroRefString "MacroRef"
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/* 3 parameters : script string (readrule.h), node type (deftype.h), function pointer for initialization (readrule.c) */
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M_DEFINE_NODE(C_KeyWordString ,E_ti_KeyWord ,fn_vInitNodeKeyWord)
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M_DEFINE_NODE(C_ConditionString ,E_ti_Condition ,fn_vInitNodeCondition)
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M_DEFINE_NODE(C_MetaActionString ,E_ti_MetaAction ,fn_vInitNodeMetaAction)
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M_DEFINE_NODE(C_FieldString ,E_ti_Field ,fn_vInitNodeField)
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M_DEFINE_NODE(C_ConstantString ,E_ti_Constant ,fn_vInitNodeConstant)
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M_DEFINE_NODE(C_ConstantRefString ,E_ti_Constant ,fn_vInitNodeConstantRef)
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M_DEFINE_NODE(C_OperatorString ,E_ti_Operator ,fn_vInitNodeOperator)
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M_DEFINE_NODE(C_FunctionString ,E_ti_Function ,fn_vInitNodeFunction)
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M_DEFINE_NODE(C_ProcedureString ,E_ti_Procedure ,fn_vInitNodeProcedure)
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M_DEFINE_NODE(C_DsgVarString ,E_ti_DsgVar ,fn_vInitNodeDsgVar)
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M_DEFINE_NODE(C_DsgVarRefString ,E_ti_DsgVarRef ,fn_vInitNodeDsgVarRef)
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M_DEFINE_NODE(C_RealString ,E_ti_Real ,fn_vInitNodeReal)
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M_DEFINE_NODE(C_RealRefString ,E_ti_Real ,fn_vInitNodeRealRef)
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M_DEFINE_NODE(C_BeginMacroString ,E_ti_BeginMacro ,fn_vInitNodeBeginMacro)
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M_DEFINE_NODE(C_EndMacroString ,E_ti_EndMacro ,fn_vInitNodeEndMacro)
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M_DEFINE_NODE(C_VectorString ,E_ti_Vector ,fn_vInitNodeVector)
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M_DEFINE_NODE(C_ConstantVectorString ,E_ti_ConstantVector,fn_vInitNodeConstantVector)
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M_DEFINE_NODE(C_PersoRefString ,E_ti_PersoRef ,fn_vInitNodePersoRef)
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M_DEFINE_NODE(C_ActionRefString ,E_ti_ActionRef ,fn_vInitNodeActionRef)
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M_DEFINE_NODE(C_WayPointString ,E_ti_WayPointRef ,fn_vInitNodeWayPoint)
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M_DEFINE_NODE(C_ModuleString ,E_ti_Module ,fn_vInitNodeModule)
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M_DEFINE_NODE(C_DsgVarIdString ,E_ti_DsgVarId ,fn_vInitNodeDsgVarId)
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M_DEFINE_NODE(C_ComportRefString ,E_ti_ComportRef ,fn_vInitNodeComportRef)
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M_DEFINE_NODE(C_ButtonString ,E_ti_Button ,fn_vInitNodeButton)
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M_DEFINE_NODE(C_StringString ,E_ti_String ,fn_vInitNodeString)
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M_DEFINE_NODE(C_MaskString ,E_ti_Mask ,fn_vInitNodeMask)
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#ifdef D_USE_LIPSYNC
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M_DEFINE_NODE(C_LipSynchroRefString ,E_ti_LipsSynchroRef,fn_vInitNodeLipSynchroRef)
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#endif /* D_USE_LIPSYNC*/
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/* should be deleted very soon*/
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M_DEFINE_NODE(C_SectorRefString ,E_ti_SuperObjectRef,fn_vInitNodeSuperObjectRef)
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M_DEFINE_NODE(C_SuperObjectRefString ,E_ti_SuperObjectRef,fn_vInitNodeSuperObjectRef)
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M_DEFINE_NODE(C_FamilyRefString ,E_ti_FamilyRef ,fn_vInitNodeFamilyRef)
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M_DEFINE_NODE(C_ModuleRefString ,E_ti_ModuleRef ,fn_vInitNodeModuleRef)
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M_DEFINE_NODE(C_SoundEventRefString ,E_ti_SoundEventRef ,fn_vInitNodeSoundEventRef)
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M_DEFINE_NODE(C_TextRefString ,E_ti_TextRef ,fn_vInitNodeTextRef)
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M_DEFINE_NODE(C_ObjectTableRefString ,E_ti_ObjectTableRef,fn_vInitNodeObjectTableRef)
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M_DEFINE_NODE(C_ParticleGeneratorString ,E_ti_ParticleGenerator,fn_vInitNodeParticleGenerator)
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M_DEFINE_NODE(C_GameMaterialRefString ,E_ti_GameMaterialRef, fn_vInitNodeGameMaterialRef)
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M_DEFINE_NODE(C_ColorString ,E_ti_Color , fn_vInitNodeColor)
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M_DEFINE_NODE(C_ModelRefString ,E_ti_ModelRef , fn_vInitNodeModelRef)
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M_DEFINE_NODE(C_LightString ,E_ti_Light ,fn_vInitNodeLight)
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M_DEFINE_NODE(C_CapsString ,E_ti_Caps ,fn_vInitNodeCaps)
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M_DEFINE_NODE(C_GraphString ,E_ti_Graph ,fn_vInitNodeGraph)
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M_DEFINE_NODE(C_MacroRefString ,E_ti_MacroRef ,fn_vInitNodeMacroRef)
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#if defined(M_DEFINE_NODE)
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#undef M_DEFINE_NODE
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#endif
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