diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-06-15 18:11:05 +0400 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2012-06-15 18:11:05 +0400 |
commit | fb278a501e2c64f4ecba541545465975eebb8dcc (patch) | |
tree | eeacabe20da162e23751eeb8c9f277e85c50652d /source/blender/makesdna/DNA_boid_types.h | |
parent | e11692bc73576ff2942f4e65b89bf75f4e29f301 (diff) |
Ensure enums in DNA files has got explicit values
See http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Macros.2C_Enums.2C_Inline_functions
Diffstat (limited to 'source/blender/makesdna/DNA_boid_types.h')
-rw-r--r-- | source/blender/makesdna/DNA_boid_types.h | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/source/blender/makesdna/DNA_boid_types.h b/source/blender/makesdna/DNA_boid_types.h index 698667ff33c..ce5fc4b0c3c 100644 --- a/source/blender/makesdna/DNA_boid_types.h +++ b/source/blender/makesdna/DNA_boid_types.h @@ -36,18 +36,18 @@ typedef enum BoidRuleType { eBoidRuleType_None = 0, - eBoidRuleType_Goal, /* go to goal assigned object or loudest assigned signal source */ - eBoidRuleType_Avoid, /* get away from assigned object or loudest assigned signal source */ - eBoidRuleType_AvoidCollision, /* manoeuver to avoid collisions with other boids and deflector object in near future */ - eBoidRuleType_Separate, /* keep from going through other boids */ - eBoidRuleType_Flock, /* move to center of neighbors and match their velocity */ - eBoidRuleType_FollowLeader, /* follow a boid or assigned object */ - eBoidRuleType_AverageSpeed, /* maintain speed, flight level or wander*/ - eBoidRuleType_Fight, /* go to closest enemy and attack when in range */ - //eBoidRuleType_Protect, /* go to enemy closest to target and attack when in range */ - //eBoidRuleType_Hide, /* find a deflector move to it's other side from closest enemy */ - //eBoidRuleType_FollowPath, /* move along a assigned curve or closest curve in a group */ - //eBoidRuleType_FollowWall, /* move next to a deflector object's in direction of it's tangent */ + eBoidRuleType_Goal = 1, /* go to goal assigned object or loudest assigned signal source */ + eBoidRuleType_Avoid = 2, /* get away from assigned object or loudest assigned signal source */ + eBoidRuleType_AvoidCollision = 3, /* manoeuver to avoid collisions with other boids and deflector object in near future */ + eBoidRuleType_Separate = 4, /* keep from going through other boids */ + eBoidRuleType_Flock = 5, /* move to center of neighbors and match their velocity */ + eBoidRuleType_FollowLeader = 6, /* follow a boid or assigned object */ + eBoidRuleType_AverageSpeed = 7, /* maintain speed, flight level or wander*/ + eBoidRuleType_Fight = 8, /* go to closest enemy and attack when in range */ + //eBoidRuleType_Protect = 9, /* go to enemy closest to target and attack when in range */ + //eBoidRuleType_Hide = 10, /* find a deflector move to it's other side from closest enemy */ + //eBoidRuleType_FollowPath = 11, /* move along a assigned curve or closest curve in a group */ + //eBoidRuleType_FollowWall = 12, /* move next to a deflector object's in direction of it's tangent */ NUM_BOID_RULE_TYPES } BoidRuleType; @@ -98,10 +98,10 @@ typedef struct BoidRuleFight { typedef enum BoidMode { eBoidMode_InAir = 0, - eBoidMode_OnLand, - eBoidMode_Climbing, - eBoidMode_Falling, - eBoidMode_Liftoff, + eBoidMode_OnLand = 1, + eBoidMode_Climbing = 2, + eBoidMode_Falling = 3, + eBoidMode_Liftoff = 4, NUM_BOID_MODES } BoidMode; @@ -114,20 +114,20 @@ typedef struct BoidData { // planned for near future //typedef enum BoidConditionMode { // eBoidConditionType_Then = 0, -// eBoidConditionType_And, -// eBoidConditionType_Or, +// eBoidConditionType_And = 1, +// eBoidConditionType_Or = 2, // NUM_BOID_CONDITION_MODES //} BoidConditionMode; //typedef enum BoidConditionType { // eBoidConditionType_None = 0, -// eBoidConditionType_Signal, -// eBoidConditionType_NoSignal, -// eBoidConditionType_HealthBelow, -// eBoidConditionType_HealthAbove, -// eBoidConditionType_See, -// eBoidConditionType_NotSee, -// eBoidConditionType_StateTime, -// eBoidConditionType_Touching, +// eBoidConditionType_Signal = 1, +// eBoidConditionType_NoSignal = 2, +// eBoidConditionType_HealthBelow = 3, +// eBoidConditionType_HealthAbove = 4, +// eBoidConditionType_See = 5, +// eBoidConditionType_NotSee = 6, +// eBoidConditionType_StateTime = 7, +// eBoidConditionType_Touching = 8, // NUM_BOID_CONDITION_TYPES //} BoidConditionType; //typedef struct BoidCondition { @@ -142,8 +142,8 @@ typedef struct BoidData { typedef enum BoidRulesetType { eBoidRulesetType_Fuzzy = 0, - eBoidRulesetType_Random, - eBoidRulesetType_Average, + eBoidRulesetType_Random = 1, + eBoidRulesetType_Average = 2, NUM_BOID_RULESET_TYPES } BoidRulesetType; #define BOIDSTATE_CURRENT 1 |