lev_file.h 3.8 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Combat *
  23. * *
  24. * $Archive:: /Commando/Code/Commando/lev_file.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 3/08/00 8:16p $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef LEV_FILE_H
  39. #define LEV_FILE_H
  40. #if 0 //OBSOLETE!!!
  41. /*
  42. LEV File Format.
  43. This is another chunk-based file format which will initially describe the map for
  44. a commando level and may eventually expand to include the description of the entire
  45. level. Due to the structure of our code, this file format will define several
  46. "wrapper" chunks whose contents are defined in another header file in the physics
  47. library (physchunks.h). Game code will make calls to the physics library when it
  48. encounters those chunks.
  49. The chunk 'LEV_CHUNK_STATIC_SCENE' can be handled by the physics scene's Load_Static_Scene
  50. function and the 'LEV_CHUNK_DYNAMIC_SCENE' can be handled by the physics scene's
  51. Load_Dynamic_Scene function. The definitions for the data inside those chunks can be
  52. found inside the header file 'physchunks.h'
  53. */
  54. enum {
  55. LEV_CHUNK_LEVEL = 0x00000000, // wraps entire level definition
  56. LEV_CHUNK_MAP = 0x00000100, // wraps the map definition
  57. LEV_CHUNK_STATIC_SCENE = 0x00000102, // wraps physics definition of static objs (terrain)
  58. LEV_CHUNK_STATIC_GAMEOBJS = 0x00000103, // game object definitions which link to above phys objs
  59. LEV_CHUNK_OBJECTS = 0x00000200, // wraps defintion of all of the dynamic objects
  60. LEV_CHUNK_DYNAMIC_SCENE = 0x00000201, // wraps physics definition of dynamic objs
  61. LEV_CHUNK_DYNAMIC_GAMEOBJS = 0x00000202, // game obj definitions which link to above phys objs
  62. };
  63. #endif 0 // OBSOLETE!!!
  64. #endif