Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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ww3dids.h
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1/*
2** Command & Conquer Generals Zero Hour(tm)
3** Copyright 2025 Electronic Arts Inc.
4**
5** This program is free software: you can redistribute it and/or modify
6** it under the terms of the GNU General Public License as published by
7** the Free Software Foundation, either version 3 of the License, or
8** (at your option) any later version.
9**
10** This program is distributed in the hope that it will be useful,
11** but WITHOUT ANY WARRANTY; without even the implied warranty of
12** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13** GNU General Public License for more details.
14**
15** You should have received a copy of the GNU General Public License
16** along with this program. If not, see <http://www.gnu.org/licenses/>.
17*/
18
19/***********************************************************************************************
20 *** 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 ***
21 ***********************************************************************************************
22 * *
23 * Project Name : WW3D *
24 * *
25 * $Archive:: /Commando/Code/ww3d2/ww3dids.h $*
26 * *
27 * Author:: Greg Hjelstrom *
28 * *
29 * $Modtime:: 1/08/01 10:04a $*
30 * *
31 * $Revision:: 1 $*
32 * *
33 *---------------------------------------------------------------------------------------------*
34 * Functions: *
35 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
36
37
38#if defined(_MSC_VER)
39#pragma once
40#endif
41
42
43#ifndef WW3DIDS_H
44#define WW3DIDS_H
45
46#include "saveloadids.h"
47
48/*
49** These are the chunk-id's used by all persistant objects in WW3D. The persistant object
50** framework is defined in the WWSaveLoad library.
51**
52** Sept 23, 1999
53** - Initial implementation of making the Commando engine persistant included making some
54** of WW3D persistant. For this initial implementation, we're going to assume that we
55** can re-create all of our game objects from the asset manager and patch up any state
56** changes with custom game object code. Therefore, the base class RenderObjClass has
57** a persist manager which simply saves the name of the render object and its transform
58** and re-creates that render object from the asset manager.
59**
60** - Currently lights are procedurally created rather than created from the asset manager.
61** For this reason, I'm implementing a persist manager and save-load functionality for
62** light class. In the future lights may come from the asset manager in which case we
63** could remove this code.
64**
65** - It is also possible that later on when we make the save game stuff more robust we may
66** need to implement actual save load calls for more render objects but hopefully we can
67** avoid that since it will at least double the size of our files and just seems like a
68** lot of work to solve a few specific problems.
69*/
70enum
71{
75};
76
77#endif
@ CHUNKID_WW3D_BEGIN
Definition saveloadids.h:59
@ WW3D_PERSIST_CHUNKID_DAZZLE
Definition ww3dids.h:74
@ WW3D_PERSIST_CHUNKID_RENDEROBJ
Definition ww3dids.h:72
@ WW3D_PERSIST_CHUNKID_LIGHT
Definition ww3dids.h:73