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CnC_Renegade/Code/wwphys/physdynamicsavesystem.h

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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 : WWPhys *
* *
* $Archive:: /Commando/Code/wwphys/physdynamicsavesystem.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 11/07/00 9:49a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef PHYSDYNAMICSAVESYSTEM_H
#define PHYSDYNAMICSAVESYSTEM_H
#include "always.h"
#include "saveloadsubsystem.h"
/******************************************************************************************
**
** PhysDynamicSaveSystemClass
** This SaveLoadSubSystem handles saving the dynamic data from the physics system.
**
******************************************************************************************/
class PhysDynamicSaveSystemClass : public SaveLoadSubSystemClass
{
public:
virtual uint32 Chunk_ID (void) const;
protected:
virtual bool Contains_Data(void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual const char* Name() const { return "PhysDynamicSaveSystemClass"; }
virtual void On_Post_Load(void);
/*
** internal chunk id's
*/
enum
{
PDSSC_CHUNKID_SCENE = 0x00007001,
PDSSC_CHUNKID_CONSTANTS,
PDSSC_CHUNKID_PATHMGR
};
};
/*
** _WWPhysDynamicSaveSystem - global instance of the sub-system for dynamic data
*/
extern PhysDynamicSaveSystemClass _PhysDynamicSaveSystem;
#endif