1 #ifndef __GNUC__
2 #pragma once
3 #endif
4 #ifndef __XR_SCENE_COMMON_H__
5 #define __XR_SCENE_COMMON_H__
6 
7 namespace xray_re {
8 
9 // common editor chunks
10 enum {
11 	TOOLS_CHUNK_COUNT	= 0x0002,
12 	TOOLS_CHUNK_OBJECTS	= 0x0003,
13 
14 	TOOLS_CHUNK_VERSION	= 0x1001,
15 
16 	TOOLS_CHUNK_GUID	= 0x7000,
17 	TOOLS_CHUNK_OBJECT_CLASS= 0x7703,
18 	TOOLS_CHUNK_REVISION	= 0x7777,
19 	TOOLS_CHUNK_OBJECT_DATA	= 0x7777,
20 };
21 
22 // scene parts
23 enum scene_chunk_id {
24 	SCENE_CHUNK_GROUPS		= 0x8000,
25 	SCENE_CHUNK_GLOWS		= 0x8001,
26 	SCENE_CHUNK_SCENE_OBJECTS	= 0x8002,
27 	SCENE_CHUNK_LIGHTS		= 0x8003,
28 	SCENE_CHUNK_SHAPES		= 0x8004,
29 	SCENE_CHUNK_SOUND_SRCS		= 0x8005,
30 	SCENE_CHUNK_SPAWNS		= 0x8006,
31 	SCENE_CHUNK_WAYS		= 0x8007,
32 	SCENE_CHUNK_SECTORS		= 0x8008,
33 	SCENE_CHUNK_PORTALS		= 0x8009,
34 	SCENE_CHUNK_SOUND_ENVS		= 0x800a,
35 	SCENE_CHUNK_PARTICLES		= 0x800b,
36 	SCENE_CHUNK_DETAIL_OBJECTS	= 0x800c,
37 	SCENE_CHUNK_AI_MAP		= 0x800d,
38 	SCENE_CHUNK_WALLMARKS		= 0x800e,
39 };
40 
41 // Object classes in LevelEditor files.
42 enum tools_class_id {
43 	TOOLS_CLASS_GROUP		= 0x00,
44 	TOOLS_CLASS_GLOW		= 0x01,
45 	TOOLS_CLASS_SCENE_OBJECT	= 0x02,
46 	TOOLS_CLASS_LIGHT		= 0x03,
47 	TOOLS_CLASS_SHAPE		= 0x04,
48 	TOOLS_CLASS_SOUND_SRC		= 0x05,
49 	TOOLS_CLASS_SPAWN		= 0x06,
50 	TOOLS_CLASS_WAY			= 0x07,
51 	TOOLS_CLASS_SECTOR		= 0x08,
52 	TOOLS_CLASS_PORTAL		= 0x09,
53 	TOOLS_CLASS_SOUND_ENV		= 0x0a,
54 	TOOLS_CLASS_PARTICLE		= 0x0b,
55 
56 	TOOLS_CLASS_DEFAULT		= 0xffffffff,
57 };
58 
59 } // end of namespace xray_re
60 
61 #endif
62