/* ** 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 : WWSaveLoad * * * * $Archive:: /Commando/Code/wwsaveload/definitionclassids.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 8/03/00 5:44p $* * * * $Revision:: 15 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __DEFINITION_CLASS_ID_H #define __DEFINITION_CLASS_ID_H #include "always.h" #include "bittype.h" ////////////////////////////////////////////////////////////////////////////////// // // Constants // ////////////////////////////////////////////////////////////////////////////////// const int DEF_CLASSID_START = 0x00001000; const int DEF_CLASSID_RANGE = 0x00001000; #define NEXT_SUPER_CLASSID(n) DEF_CLASSID_START + (n * DEF_CLASSID_RANGE) ////////////////////////////////////////////////////////////////////////////////// // // DefinitionClassID // // Note: The following enum should contain ALL of the class ids for // definitions in the entire system (to guarantee they are unique). Each // super-class is allocated a range of class ids. Use the // SuperClassID_From_ClassID function to determine which super class // a particular class id belongs to. // ////////////////////////////////////////////////////////////////////////////////// enum { CLASSID_TERRAIN = NEXT_SUPER_CLASSID(0), CLASSID_TILE = NEXT_SUPER_CLASSID(1), CLASSID_GAME_OBJECTS = NEXT_SUPER_CLASSID(2), CLASSID_LIGHT = NEXT_SUPER_CLASSID(3), CLASSID_SOUND = NEXT_SUPER_CLASSID(4), CLASSID_WAYPATH = NEXT_SUPER_CLASSID(5), CLASSID_ZONE = NEXT_SUPER_CLASSID(6), CLASSID_TRANSITION = NEXT_SUPER_CLASSID(7), CLASSID_PHYSICS = NEXT_SUPER_CLASSID(8), CLASSID_EDITOR_OBJECTS = NEXT_SUPER_CLASSID(9), CLASSID_MUNITIONS = NEXT_SUPER_CLASSID(10), CLASSID_DUMMY_OBJECTS = NEXT_SUPER_CLASSID(11), CLASSID_BUILDINGS = NEXT_SUPER_CLASSID(12), CLASSID_TWIDDLERS = NEXT_SUPER_CLASSID(13), CLASSID_GLOBAL_SETTINGS = NEXT_SUPER_CLASSID(14), }; ////////////////////////////////////////////////////////////////////////////////// // // SuperClassID_From_ClassID // ////////////////////////////////////////////////////////////////////////////////// inline uint32 SuperClassID_From_ClassID (uint32 class_id) { // // Which id-range does it fall under? // int delta = class_id - DEF_CLASSID_START; int num_ranges = delta / DEF_CLASSID_RANGE; return DEF_CLASSID_START + (num_ranges * DEF_CLASSID_RANGE); } #endif //__DEFINITION_CLASS_ID_H