/* ** 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 . */ /*********************************************************************************************** *** 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