ww3dids.h 3.9 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 : WW3D *
  23. * *
  24. * $Archive:: /Commando/Code/ww3d2/ww3dids.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 3/05/02 2:17p $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef WW3DIDS_H
  39. #define WW3DIDS_H
  40. #include "saveloadids.h"
  41. /*
  42. ** These are the chunk-id's used by all persistant objects in WW3D. The persistant object
  43. ** framework is defined in the WWSaveLoad library.
  44. **
  45. ** Sept 23, 1999
  46. ** - Initial implementation of making the Commando engine persistant included making some
  47. ** of WW3D persistant. For this initial implementation, we're going to assume that we
  48. ** can re-create all of our game objects from the asset manager and patch up any state
  49. ** changes with custom game object code. Therefore, the base class RenderObjClass has
  50. ** a persist manager which simply saves the name of the render object and its transform
  51. ** and re-creates that render object from the asset manager.
  52. **
  53. ** - Currently lights are procedurally created rather than created from the asset manager.
  54. ** For this reason, I'm implementing a persist manager and save-load functionality for
  55. ** light class. In the future lights may come from the asset manager in which case we
  56. ** could remove this code.
  57. **
  58. ** - It is also possible that later on when we make the save game stuff more robust we may
  59. ** need to implement actual save load calls for more render objects but hopefully we can
  60. ** avoid that since it will at least double the size of our files and just seems like a
  61. ** lot of work to solve a few specific problems.
  62. */
  63. enum
  64. {
  65. WW3D_PERSIST_CHUNKID_RENDEROBJ = CHUNKID_WW3D_BEGIN,
  66. WW3D_PERSIST_CHUNKID_LIGHT,
  67. WW3D_PERSIST_CHUNKID_DAZZLE,
  68. WW3D_PERSIST_CHUNKID_RENEGADE_TERRAIN,
  69. };
  70. #endif