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source: orxonox.OLD/orxonox/trunk/src/defs/class_id.h @ 5039

Last change on this file since 5039 was 5039, checked in by bensch, 19 years ago

orxonox/trunk: useless stuff :)

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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  CL_TURRET                     =    0x0000020b,
131
132
133  // gamePlay (range from 0x00000500 0x000005ff)
134  CL_EVENT                      =    0x00000501,
135  CL_KEY_MAPPER                 =    0x00000502,
136  CL_CROSSHAIR                  =    0x0000050f,
137
138  CL_WEAPON_MANAGER             =    0x00000503,
139
140  // Physics stuff (range from 0x00000600 to 0x000007ff)
141  CL_PHYSICS_CONNECTION         =    0x00000601,
142  CL_FIELD_GRAVITY              =    0x00000610,
143  CL_FIELD_POINT_GRAVITY        =    0x00000611,
144  CL_FIELD_TWIRL                =    0x00000612,
145
146
147  // Collision
148  CL_COLLISION                  =    0x00000611,
149  CL_BV_TREE                    =    0x00a01612,
150  CL_BV_TREE_NODE               =    0x00a02613,
151  CL_OBB_TREE                   =    0x00a04614,
152  CL_OBB_TREE_NODE              =    0x00a08615,
153  CL_BOUNDING_VOLUME            =    0x00a10616,
154  CL_OBB                        =    0x00a20617,
155  CL_BOUNDING_SPHERE            =    0x00a40618,
156
157  // graphical stuff (range from 0x00000800 to 0x000009ff)
158  CL_TEXT                       =    0x00000801,
159  CL_FONT                       =    0x00000802,
160  CL_MATERIAL                   =    0x00000803,
161  CL_MODEL                      =    0x00000804, //!< @todo make this a SUBCLASS maybe
162  CL_OBJMODEL                   =    0x00000805,
163  CL_PROMITIVE_MODEL            =    0x00000806,
164  CL_MD2Model                   =    0x00000807,
165  CL_LIGHT                      =    0x00000808,
166  CL_PARTICLE_EMITTER           =    0x00000809,
167  CL_PARTICLE_SYSTEM            =    0x0000080a,
168  CL_ENVIRONMENT                =    0x00000810,
169  // GL-menu
170  CL_GLMENU_IMAGE_SCREEN        =    0x00000901,
171
172  // sound stuff (range from 0x00000a00 to 0x00000aff)
173  CL_SOUND_BUFFER               =    0x00000a01,
174  CL_SOUND_SOURCE               =    0x00000a02,
175  CL_SOUND_OGG_PLAYER           =    0x00000a11,
176
177
178  // misc: (range from 0x00000b00 to 0x00000cff)
179  CL_ANIMATION                  =    0x00000b01,
180  //  CL_ANIMATION3D                =    0x00000b02,
181  CL_QUICK_ANIMATION            =    0x00000b02,
182  CL_FACTORY                    =    0x00000b03,
183  CL_INI_PARSER                 =    0x00000b04,
184  CL_LIST                       =    0x00000b05,
185  CL_SUBSTRING                  =    0x00000b06,
186  CL_LOAD_PARAM                 =    0x00000b07,
187  CL_CURVE                      =    0x00000b08,
188  CL_VECTOR                     =    0x00000b09,
189  CL_CHARACTER_ATTRIBUTES       =    0x00000b0a,
190  CL_TRACK_ELEMENT              =    0x00000b0b,
191  CL_NUMBER                     =    0x00000b0c,
192  CL_FAST_FACTORY               =    0x00000c01,
193
194
195  // Spatial Data Separation
196  CL_SPATIAL_SEPARATION         =    0x00000b0d,
197  CL_QUADTREE                   =    0x00000b0e,
198  CL_QUADTREE_NODE              =    0x00000b0f
199};
200
201
202#endif /* _CLASS_ID_H */
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