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CnC_Renegade/Code/ww3d2/ww3dids.h

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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