78 lines
No EOL
3.9 KiB
C
78 lines
No EOL
3.9 KiB
C
/*
|
|
** 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 |