| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081 |
- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Commando/lev_file.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 3/08/00 8:16p $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef LEV_FILE_H
- #define LEV_FILE_H
- #if 0 //OBSOLETE!!!
- /*
- LEV File Format.
- This is another chunk-based file format which will initially describe the map for
- a commando level and may eventually expand to include the description of the entire
- level. Due to the structure of our code, this file format will define several
- "wrapper" chunks whose contents are defined in another header file in the physics
- library (physchunks.h). Game code will make calls to the physics library when it
- encounters those chunks.
- The chunk 'LEV_CHUNK_STATIC_SCENE' can be handled by the physics scene's Load_Static_Scene
- function and the 'LEV_CHUNK_DYNAMIC_SCENE' can be handled by the physics scene's
- Load_Dynamic_Scene function. The definitions for the data inside those chunks can be
- found inside the header file 'physchunks.h'
- */
- enum {
- LEV_CHUNK_LEVEL = 0x00000000, // wraps entire level definition
-
- LEV_CHUNK_MAP = 0x00000100, // wraps the map definition
- LEV_CHUNK_STATIC_SCENE = 0x00000102, // wraps physics definition of static objs (terrain)
- LEV_CHUNK_STATIC_GAMEOBJS = 0x00000103, // game object definitions which link to above phys objs
-
- LEV_CHUNK_OBJECTS = 0x00000200, // wraps defintion of all of the dynamic objects
- LEV_CHUNK_DYNAMIC_SCENE = 0x00000201, // wraps physics definition of dynamic objs
- LEV_CHUNK_DYNAMIC_GAMEOBJS = 0x00000202, // game obj definitions which link to above phys objs
- };
- #endif 0 // OBSOLETE!!!
- #endif
|