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source: orxonox.OLD/orxonox/trunk/src/defs/class_id.h @ 4896

Last change on this file since 4896 was 4839, checked in by bensch, 19 years ago

orxonox/trunk: render2D-class definition

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: Patrick Boenzli
13   co-programmer: Benjamin Grauer
14
15   2005-06-10: (bensch) added new sturcture to support multiple inheritance
16*/
17
18/*!
19    \file class_id.h
20  *  list of orxonox classID's
21
22    this File is used to identify an Object with its class and also with its sub/super-classes.
23    this is also used by the ObjectManager to identify and load important classes
24
25    !! important !!
26    When adding a new CLASS be sure about the following:
27      1. if it is a (SUB)SUPERCLASS make sure there is still space left (if not think of a new approach)
28      2. if it is a (SUB)SUPERCLASS also add the CLASS to BaseObject::whatIs() so we have nice output :)
29      3. check if the Number you add is not refered to twice, and that with (SUB)SUPERCLASSES there are no intersections
30      4. be sure to add you stuff in the right section, and don't interest yourself for the order of things. :)
31*/
32
33#ifndef _CLASS_ID_H
34#define _CLASS_ID_H
35
36//! list of all classes to be loadable in via the ObjectManager
37/**
38 * inheritance is done in the following way: Classes are identified by
39 * a HEX-number eg: 0x12345678
40 * The number has 8^4 entries.
41 * The first two: 1,2 superclass identifiers to
42 * The second three are for subclasses with inheritance:
43 * the first of these numbers is defining the subclassType, it may be anything between 1-a
44 * The following two may not be the same in any way,
45 * eg. the bits may not intersect (no 1, 2 and a 3; 1,2 and 4 would be ok)
46 * The last three entries are for any classes in existence eg. SkyBox and so on
47 *
48 * -> # max SuperClass-count        = 7 (not intersecting)
49 *    # max SubSuperClass-count     = 15*7 = 105 (the 7 classes will be able to get derived from each other, but not over the SubSuperClass.)
50 *    # max lowerClasses-count      = 3^16 = enough (they are Leaves, and may NOT be derived by any other class.)
51 */
52typedef enum ClassID
53{
54  // the Nothing CLASS (NULL)
55  CL_NULL                       =    0x00000000,
56
57  // superclasses
58  CL_MASK_SUPER_CLASS           =    0xff000000,
59  CL_BASE_OBJECT                =    0x01000000,
60
61  CL_PARENT_NODE                =    0x02000000,
62  CL_WORLD_ENTITY               =    0x04000000,
63
64  CL_STORY_ENTITY               =    0x08000000,
65
66  CL_PHYSICS_INTERFACE          =    0x10000000,
67
68  CL_EVENT_LISTENER             =    0x20000000,
69
70  CL_ELEMENT_2D                 =    0x40000000,
71
72  // subsuper-classes
73  CL_MASK_SUBSUPER_CLASS        =    0x00fff000,
74  CL_MASK_SUBSUPER_CLASS_ID     =    0x00f00000,
75  CL_MASK_SUBSUPER_CLASS_ID2    =    0x000ff000,
76  CL_PLAYER                     =    0x00101000,
77  CL_NPC                        =    0x00102000,
78  CL_POWER_UP                   =    0x00104000,
79  CL_FIELD                      =    0x00108000,
80  CL_PROJECTILE                 =    0x00110000,
81  CL_WEAPON                     =    0x00120000,
82
83  // subsuper-classes derivations taken : 1, a.     << THIS IS A LIST OF ALL THE DCL_MASK_SUBSUPERCLASS_ID's taken
84
85  // lowest level classes
86  CL_MASK_LOWLEVEL_CLASS        =    0x00000fff,
87
88  // singleton classes (range from 0x00000f00 to 0x00000fff)
89  CL_MASK_SINGLETON             =    0x00000f00,
90  CL_ORXONOX                    =    0x00000f01,
91  CL_NULL_PARENT                =    0x00000f02,
92  CL_PILOT_PARENT               =    0x00000f03,
93  CL_OBJECT_MANAGER             =    0x00000f04,
94  CL_RESOURCE_MANAGER           =    0x00000f05,
95  CL_GARBAGE_COLLECTOR          =    0x00000f06,
96  CL_GAME_LOADER                =    0x00000f07,
97  CL_GRAPHICS_ENGINE            =    0x00000f08,
98  CL_TEXT_ENGINE                =    0x00000f09,
99  CL_LIGHT_MANAGER              =    0x00000f0a,
100  CL_EVENT_HANDLER              =    0x00000f0b,
101  CL_PHYSICS_ENGINE             =    0x00000f0c,
102  CL_CD_ENGINE                  =    0x00000f0d,
103  CL_PARTICLE_ENGINE            =    0x00000f0e,
104  CL_SOUND_ENGINE               =    0x00000f0f,
105  CL_ANIMATION_PLAYER           =    0x00000f10,
106  CL_TRACK_MANAGER              =    0x00000f11,
107  CL_TRACK_NODE                 =    0x00000f12,
108  CL_STATE                      =    0x00000f13,
109  CL_FRAMEWORK                  =    0x00000f14,
110  CL_RENDER_2D                  =    0x00000f15,
111
112
113  // StoryEntities (range from 0x00000100 to 0x000001ff)
114  CL_CAMPAIGN                   =    0x00000101,
115  CL_WORLD                      =    0x00000102,
116
117
118  // WorldEntities (range from 0x00000200 to 0x000004ff)
119  CL_CAMERA                     =    0x00000201,
120  CL_CAMERA_TARGET              =    0x00000202,
121
122  CL_ENVIRONEMENT               =    0x00000203,
123  CL_SATELLITE                  =    0x00000204,
124  CL_SKYBOX                     =    0x00000205,
125  CL_SKYSPHERE                  =    0x00000206,
126  CL_TERRAIN                    =    0x00000207,
127  CL_TEST_BULLET                =    0x00000208,
128  CL_TEST_ENTITY                =    0x00000209,
129  CL_TEST_GUN                   =    0x0000020a,
130
131
132  // gamePlay (range from 0x00000500 0x000005ff)
133  CL_EVENT                      =    0x00000501,
134  CL_KEY_MAPPER                 =    0x00000502,
135  CL_CROSSHAIR                  =    0x0000050f,
136
137  CL_WEAPON_MANAGER             =    0x00000503,
138
139  // Physics stuff (range from 0x00000600 to 0x000007ff)
140  CL_PHYSICS_CONNECTION         =    0x00000601,
141  CL_FIELD_GRAVITY              =    0x00000610,
142  CL_FIELD_POINT_GRAVITY        =    0x00000611,
143  CL_FIELD_TWIRL                =    0x00000612,
144
145
146  // Collision
147  CL_COLLISION                  =    0x00000611,
148  CL_BV_TREE                    =    0x00a01612,
149  CL_BV_TREE_NODE               =    0x00a02613,
150  CL_OBB_TREE                   =    0x00a04614,
151  CL_OBB_TREE_NODE              =    0x00a08615,
152  CL_BOUNDING_VOLUME            =    0x00a10616,
153  CL_OBB                        =    0x00a20617,
154  CL_BOUNDING_SPHERE            =    0x00a40618,
155
156  // graphical stuff (range from 0x00000800 to 0x000009ff)
157  CL_TEXT                       =    0x00000801,
158  CL_FONT                       =    0x00000802,
159  CL_MATERIAL                   =    0x00000803,
160  CL_MODEL                      =    0x00000804, //!< @todo make this a SUBCLASS maybe
161  CL_OBJMODEL                   =    0x00000805,
162  CL_PROMITIVE_MODEL            =    0x00000806,
163  CL_MD2Model                   =    0x00000807,
164  CL_LIGHT                      =    0x00000808,
165  CL_PARTICLE_EMITTER           =    0x00000809,
166  CL_PARTICLE_SYSTEM            =    0x0000080a,
167  CL_ENVIRONMENT                =    0x00000810,
168  // GL-menu
169  CL_GLMENU_IMAGE_SCREEN        =    0x00000901,
170
171  // sound stuff (range from 0x00000a00 to 0x00000aff)
172  CL_SOUND_BUFFER               =    0x00000a01,
173  CL_SOUND_SOURCE               =    0x00000a02,
174
175
176  // misc: (range from 0x00000b00 to 0x00000cff)
177  CL_ANIMATION                  =    0x00000b01,
178  //  CL_ANIMATION3D                =    0x00000b02,
179  CL_QUICK_ANIMATION            =    0x00000b02,
180  CL_FACTORY                    =    0x00000b03,
181  CL_INI_PARSER                 =    0x00000b04,
182  CL_LIST                       =    0x00000b05,
183  CL_SUBSTRING                  =    0x00000b06,
184  CL_LOAD_PARAM                 =    0x00000b07,
185  CL_CURVE                      =    0x00000b08,
186  CL_VECTOR                     =    0x00000b09,
187  CL_CHARACTER_ATTRIBUTES       =    0x00000b0a,
188  CL_TRACK_ELEMENT              =    0x00000b0b,
189  CL_NUMBER                     =    0x00000b0c,
190
191
192  // Spatial Data Separation
193  CL_SPATIAL_SEPARATION         =    0x00000b0d,
194  CL_QUADTREE                   =    0x00000b0e,
195  CL_QUADTREE_NODE              =    0x00000b0f
196};
197
198
199#endif /* _CLASS_ID_H */
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