reman3/Rayman_X/cpa/main/Inc/_EditID.h

362 lines
12 KiB
C

/*===================================================================
* Editors ID
*=================================================================*/
#ifndef __EDITID_H__
#define __EDITID_H__
#include "itf/stddllid.h"
// ============================================================================
// ============================================================================
// Name of the DLLs
// ============================================================================
// ============================================================================
// Object DLLs
#define C_szDLLZDxName "Zdd"
#define C_szDLLWayPointName "WayPoint"
#define C_szDLLActorName "Actor"
#define C_szDLLLightName "Light"
// Tool DLL
#define C_szDLLActionName "Action"
#define C_szDLLFamilyName "Family"
#define C_szDLLAnimationName "Animation"
#define C_szDLLTool3DName "Tool3D"
#define C_szDLLViewerName "Viewer"
#define C_szDLLMaterialName "Material"
#define C_szDLLMecaName "Mechanics"
#define C_szDLLObjectTableName "ObjectTable"
#define C_szDLLSoundName "Sound"
#define C_szDLLPartGenName "ParticlesGenerator"
#define C_szDLLTutorialName "Tutorial"
#define C_szDLLAIEditorName "ArtificialIntelligence"
// Shaitan => streaming (banks editor)
#define C_szDLLBanksEditorName "BanksEditor"
// End Shaitan => streaming (banks editor)
// ============================================================================
// ============================================================================
// Object Type Name
// ============================================================================
// ============================================================================
// Sector.dll
#define C_szSurfaceTypeName "Surface"
#define C_szEnvironmentTypeName "Environment"
#define C_szMecEnvironmentTypeName "MecEnvironment"
#define C_szVisEnvironmentTypeName "VisEnvironment"
// Material.dll
#define C_szGameMaterialTypeName "GameMaterial"
#define C_szVisualMaterialTypeName "VisualMaterial"
#define C_szMechanicsMaterialTypeName "MechanicsMaterial"
#define C_szCollideMaterialTypeName "CollideMaterial"
#define C_szTextureTypeName "Texture"
#define C_szMaterialColName "MaterialCol"
// _TAction.dll
#define C_szActionTypeName "Action"
#define C_szStateTypeName "State"
#define C_szZATypeName "ZA"
#define C_szZAListTypeName "ZAList"
// _TFamily.dll
#define C_szFamilyTypeName "Family"
#define C_szTestPointsListTypeName "TestPointsList"
#define C_szChannelTypeName "Channel"
// _TAnim.dll
#define C_szAnimationTypeName "Animation"
// _ObjTable.dll
#define C_szObjectTableTypeName "ObjectTable"
// Zdd.dll
#define C_szZddName "ZDD"
#define C_szZdeName "ZDE"
#define C_szZdmName "ZDM"
#define C_szZdrName "ZDR"
#define C_szBoundingVolumeName "BV"
#define C_szWayName "Way"
// Actor.dll
#define C_szActorInstanceTypeName "Actor"
#define C_szActorModelTypeName "Actor_Model"
#define C_szGenericNameListType "NameList"
#define C_szZDeNameListType C_szGenericNameListType C_szZdeName
#define C_szZDmNameListType C_szGenericNameListType C_szZdmName
#define C_szZDdNameListType C_szGenericNameListType C_szZddName
#define C_szZDrNameListType C_szGenericNameListType C_szZdrName
#define C_szWayNameListType C_szGenericNameListType C_szWayName
#define C_szEdtListTypeName "EdtList"
#define C_szObjectNameType "ObjectName"
//Meca.dll
#define C_szMecaCardTypeName "MecaCard"
// Object table DLL
#define C_szObjectTableTypeNAme "ObjectTable"
// Waypoint.dll
#define C_szWayPointTypeName "Waypoint"
#define C_szWayTypeName "Way"
//ROMTEAM Networks (Gabriela Dumitrascu 25/02/98)
#define C_szGraphTypeName "Graph"
//ENDROMTEAM Networks (Gabriela Dumitrascu)
// Light.dll
#define C_szLightTypeName "Light"
// Sound DLL
#define C_szSoundEventTypeName "SoundEvent"
#define C_szSoundInfoMaterialTypeName "SIF_Material"
#define C_szSoundInfoEnvironmentTypeName "SIF_Environment"
#define C_szLipSynchroTypeName "LipsSynchro"
// Particles Generator DLL
#define C_szPartGenGeneratorName "ParticlesGenerator"
#define C_szPartGenSourceName "GeneratorSource"
#define C_szPartGenSystemName "GeneratorSystem"
#define C_szPartGenEnvName "GeneratorEnv"
//Artificial Intelligence DLL
#define C_szIABehaviourTypeName "IA_Behaviour"
// Shaitan => streaming (banks editor)
#define C_szBankTypeName "Bank"
// End Shaitan => streaming (banks editor)
// ============================================================================
// ============================================================================
// Query
// ============================================================================
// ============================================================================
// Tool3D
// ======
// Open
#define C_wTool3D_None 0
#define C_wTool3D_Char 1
#define C_wTool3D_Mod_Object 2
#define C_wTool3D_Mod_List 3
#define C_wTool3D_Table 4
#define C_wTool3D_Geom_Object 5
#define C_wTool3D_Viewer 6
#define C_wTool3D_Object 7
// Close
// ...
// Action
#define C_wTool3D_QA_ShowGrid 11
#define C_wTool3D_QA_HideGrid 12
#define C_wTool3D_QA_ShowSelect 13
#define C_wTool3D_QA_HideSelect 14
#define C_wTool3D_QA_NewChar 20
#define C_wTool3D_QA_NewSuperObject 21
#define C_wTool3D_QA_NewTable 22
#define C_wTool3D_QA_NewObject 23
// Info
#define C_wTool3D_QI_CanOpenChar 1
#define C_wTool3D_QI_CanOpenMod 2
#define C_wTool3D_QI_CanOpenGeom 3
#define C_wTool3D_QI_CanOpenTable 4
#define C_wTool3D_QI_CanOpenViewer 5
#define C_wTool3D_QI_CanOpenObject 6
#define C_wTool3D_QI_GetState 10
#define C_wTool3D_QI_GetWorld 11
#define C_wTool3D_QI_GetDevice 12
#define C_wTool3D_QI_GetContact 13
#define C_wTool3D_QI_GetSOOnGrid 14
//Actor
//=====
#define C_uiActor_GetANameList 1
#define C_uiActor_CreateANewObjectList 2
#define C_uiActor_DeleteAnObjectList 3
#define C_uiActor_GetAnObjectList 4
#define C_uiActor_SetAnObjectList 5
#define C_uiActor_SetAnObjectInObjectList 6
#define C_uiActor_GetFirstActorUsingThisList 7
#define C_uiActor_LoadNamesList 8
#define C_uiActor_DisplayActor 10
#define C_uiActor_GetDesignerVariablesView 11
#define C_uiActor_GetIndexOfName 12
#define C_uiActor_GetSelectedActor 13
#define C_uiActor_GetDocument 14
#define C_uiActor_ActionModif 16
#define C_uiActor_ActionDeleted 17
#define C_uiActor_ActionRestored 18
#define C_uiActor_ObjectsTableLoaded 19
#define C_uiActor_IsAnInstance 20
#define C_uiActor_AddDataInWatch 21
#define C_uiActor_RemoveDataFromWatch 22
#define C_uiActor_UpdateTreeView 23
#define C_uiActor_LoadFamilyModels 24
#define C_uiActor_GetAnActorInstance 25
#define C_uiActor_DeleteTempActorInstance 26
// AI
// ===
#define C_uiAI_GetNewDesignerVariableList 01
#define C_uiAI_DeleteDesignerVariableList 02
#define C_uiAI_DesignerVariableView_UpdateDisplayWithValues 10
#define C_uiAI_DesignerVariableView_UpdateDisplay 11
#define C_uiAI_DesignerVariableView_UpdateControls 12
#define C_uiAI_DesignerVariableView_GetOldHeight 13
#define C_uiAI_DesignerVariableView_SetOldHeight 14
#define C_uiAI_DesignerVariableView_GetRuntimeClass 15
#define C_uiAI_GetNewIA 20
#define C_uiAI_GetNewCopyOfIA 21
#define C_uiAI_DeleteIA 22
#define C_uiAI_ShowIA 23
#define C_uiAI_LoadIA 24
#define C_uiAI_ProcessIA 25
#define C_uiAI_SaveIA 26
#define C_uiAI_UpdateIA 27
#define C_uiAI_SaveInitValuesInBrainMS 28
#define C_uiAI_MustSaveAIEntryInModel 29
#define C_uiAI_GetDsgVarName 30
#define C_uiAI_ShowBehaviour 31
#define C_uiAI_ShowEditor 40
#define C_uiAI_HideEditor 41
#define C_uiAI_HasLostFocus 42
#define C_uiAI_MustBuildDebugInfo 50
#define C_uiAI_GetBehaviourName 51
#define C_uiAI_ClearExecutedNodes 52
#define C_uiAI_SetOneExecutedNode 53
#define C_uiAI_ShowBehaviourByEngineNode 54
#define C_uiAI_ShowBehaviourByName 55
#define C_uiAI_ShowFlags 60
#define C_uiAI_ViewVariable 61
#define C_uiAI_DesignerVariableView_HideVariables 62
#define C_uiAI_DesignerVariableView_ShowVariables 63
// BEGIN ROMTEAM Cristi Petrescu 98-08-
#define C_uiAI_GetVariableValue 64
#define C_uiAI_GetVariableIndex 65
// END ROMTEAM Cristi Petrescu 98-08-
#define C_uiAI_AddVariableInWatch 70
// Shaitan => state list in the level
#define C_uiAI_ProcessModifiedIA 71
// End Shaitan => state list in the level
// Shaitan => optimisation lists in the level
#define C_uiAI_UpdateAndProcessIA 72
// End Shaitan => optimisation lists in the level
// Zone
// ====
// OnQueryAction
#define C_uiQueryEditAnObject 1
#define C_uiQueryEditAnObjectList 2
#define C_uiQueryAnObjectHasBeenChanged 3
#define C_uiQueryCreateZDxObject 4
#define C_uiQueryCreateZDxTestPoints 5
// OnQueryInfos
#define C_uiQueryInfoT3DStateChange 1
#define C_uiQueryGetZDxType 2
// Answer to the OnQueryInfos
#define C_lNotAZone 0
#define C_lZddOfActor 1
#define C_lZdeOfActor 2
#define C_lZdmOfActor 3
#define C_lZdrOfActor 4
#define C_lZddOfModule 5
#define C_lZdeOfModule 6
#define C_lZdmOfModule 7
#define C_lZdrOfModule 8
//ROMTEAM WorldEditor (Cristi Petrescu 15/12/97)
#define C_uiQueryTypeOfZoneByGeometricObject 6
//ENDROMTEAM WorldEditor (Cristi Petrescu)
// Way
// ===
// C_uiQueryEditAnObject 1
// C_uiQueryEditAnObjectList 2
// C_uiQueryAnObjectHasBeenChanged 3 -> shared with Zdx
#define C_uiQueryCreateWayObject 4
#define C_uiQueryInsertWayObject 5
#define C_uiQueryDeleteWayObject 6
// Family
// ======
#define C_uiSaveFamilies 1
#define C_uiLoadAFamily 2
#define C_uiGetUnLoadedFamiliesList 3
#define C_uiGetChannel 4
#define C_uiCreateTPList 5
#define C_uiGetTestPoint 6
#define C_uiUpdateFamilies 7
#define C_uiSetCompleteLoadModeTFA 8
#define C_uiGetCompleteLoadModeTFA 10
// Action
// ======
#define C_uiLoadAllActions 1
#define C_uiSaveAction 2
#define C_uiSaveStates 3
#define C_uiRemoveZone 4
#define C_uiLoadZA 5
#define C_uiLoadZAList 6
#define C_uiInsertZone 7
#define C_uiUpdateFamiliesList 8
#define C_uiOpenWithNone 10
#define C_uiOpenWithFamily 11
#define C_uiOpenWithAction 12
#define C_uiOpenWithState 13
#define C_uiOpenWithNameList 14
#define C_uiOpenWithZAList 15
#define C_uiOpenWithZA 16
#define C_uiUpdateZAList 17
#define C_uiUpdateAnimList 18
// Material
// ========
#define C_cCreateNewGameMaterial 1
#define C_cGetDefaultGameMaterial 2
// 3DGeom
// ======
#define C_uiCreateGeometricObject 1
#define C_uiDeleteGeometricObject 2
#define C_uiComputeOGDType 3
#define C_uiGetOGDTypePath 4
#define C_uiGetOwnerByFileName 5
// Object Table
// ============
#define C_uiCreateObjectTable 1
#define C_uiDeleteObjectTable 2
#define C_uiLoadFamilyObjectTables 3
// Light
// =====
#define C_uiCreateDynamicLight 1
#define C_uiDeleteDynamicLight 2
// Sound
// =====
#define C_uiEngineLoadEvent 1
// TME
//=====
#define Cw_TME_Query_updateAfterLoading 0
// Light
//=======
#define C_uiQueryComputeRli 1
// ============================================================================
#endif // __EDITID_H__