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