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- /*
- ** 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 : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/ww3dids.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 3/05/02 2:17p $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef WW3DIDS_H
- #define WW3DIDS_H
- #include "saveloadids.h"
- /*
- ** These are the chunk-id's used by all persistant objects in WW3D. The persistant object
- ** framework is defined in the WWSaveLoad library.
- **
- ** Sept 23, 1999
- ** - Initial implementation of making the Commando engine persistant included making some
- ** of WW3D persistant. For this initial implementation, we're going to assume that we
- ** can re-create all of our game objects from the asset manager and patch up any state
- ** changes with custom game object code. Therefore, the base class RenderObjClass has
- ** a persist manager which simply saves the name of the render object and its transform
- ** and re-creates that render object from the asset manager.
- **
- ** - Currently lights are procedurally created rather than created from the asset manager.
- ** For this reason, I'm implementing a persist manager and save-load functionality for
- ** light class. In the future lights may come from the asset manager in which case we
- ** could remove this code.
- **
- ** - It is also possible that later on when we make the save game stuff more robust we may
- ** need to implement actual save load calls for more render objects but hopefully we can
- ** avoid that since it will at least double the size of our files and just seems like a
- ** lot of work to solve a few specific problems.
- */
- enum
- {
- WW3D_PERSIST_CHUNKID_RENDEROBJ = CHUNKID_WW3D_BEGIN,
- WW3D_PERSIST_CHUNKID_LIGHT,
- WW3D_PERSIST_CHUNKID_DAZZLE,
- WW3D_PERSIST_CHUNKID_RENEGADE_TERRAIN,
- };
- #endif
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