81 lines
3.8 KiB
C
81 lines
3.8 KiB
C
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Commando/lev_file.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/08/00 8:16p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LEV_FILE_H
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#define LEV_FILE_H
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#if 0 //OBSOLETE!!!
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/*
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LEV File Format.
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This is another chunk-based file format which will initially describe the map for
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a commando level and may eventually expand to include the description of the entire
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level. Due to the structure of our code, this file format will define several
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"wrapper" chunks whose contents are defined in another header file in the physics
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library (physchunks.h). Game code will make calls to the physics library when it
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encounters those chunks.
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The chunk 'LEV_CHUNK_STATIC_SCENE' can be handled by the physics scene's Load_Static_Scene
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function and the 'LEV_CHUNK_DYNAMIC_SCENE' can be handled by the physics scene's
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Load_Dynamic_Scene function. The definitions for the data inside those chunks can be
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found inside the header file 'physchunks.h'
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*/
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enum {
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LEV_CHUNK_LEVEL = 0x00000000, // wraps entire level definition
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LEV_CHUNK_MAP = 0x00000100, // wraps the map definition
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LEV_CHUNK_STATIC_SCENE = 0x00000102, // wraps physics definition of static objs (terrain)
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LEV_CHUNK_STATIC_GAMEOBJS = 0x00000103, // game object definitions which link to above phys objs
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LEV_CHUNK_OBJECTS = 0x00000200, // wraps defintion of all of the dynamic objects
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LEV_CHUNK_DYNAMIC_SCENE = 0x00000201, // wraps physics definition of dynamic objs
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LEV_CHUNK_DYNAMIC_GAMEOBJS = 0x00000202, // game obj definitions which link to above phys objs
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};
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#endif 0 // OBSOLETE!!!
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#endif
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