Richard Boegli's CnC_Generals_Zero_Hour Fork
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This is documentation of Richard Boegil's Zero Hour Fork
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ww3dids.h
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/*
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** Command & Conquer Generals Zero Hour(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 : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/ww3dids.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 1/08/01 10:04a $*
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* *
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* $Revision:: 1 $*
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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 WW3DIDS_H
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#define WW3DIDS_H
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#include "
saveloadids.h
"
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/*
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** These are the chunk-id's used by all persistant objects in WW3D. The persistant object
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** framework is defined in the WWSaveLoad library.
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**
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** Sept 23, 1999
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** - Initial implementation of making the Commando engine persistant included making some
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** of WW3D persistant. For this initial implementation, we're going to assume that we
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** can re-create all of our game objects from the asset manager and patch up any state
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** changes with custom game object code. Therefore, the base class RenderObjClass has
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** a persist manager which simply saves the name of the render object and its transform
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** and re-creates that render object from the asset manager.
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**
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** - Currently lights are procedurally created rather than created from the asset manager.
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** For this reason, I'm implementing a persist manager and save-load functionality for
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** light class. In the future lights may come from the asset manager in which case we
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** could remove this code.
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**
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** - It is also possible that later on when we make the save game stuff more robust we may
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** need to implement actual save load calls for more render objects but hopefully we can
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** avoid that since it will at least double the size of our files and just seems like a
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** lot of work to solve a few specific problems.
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*/
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enum
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{
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WW3D_PERSIST_CHUNKID_RENDEROBJ
=
CHUNKID_WW3D_BEGIN
,
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WW3D_PERSIST_CHUNKID_LIGHT
,
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WW3D_PERSIST_CHUNKID_DAZZLE
,
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};
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#endif
saveloadids.h
CHUNKID_WW3D_BEGIN
@ CHUNKID_WW3D_BEGIN
Definition
saveloadids.h:59
WW3D_PERSIST_CHUNKID_DAZZLE
@ WW3D_PERSIST_CHUNKID_DAZZLE
Definition
ww3dids.h:74
WW3D_PERSIST_CHUNKID_RENDEROBJ
@ WW3D_PERSIST_CHUNKID_RENDEROBJ
Definition
ww3dids.h:72
WW3D_PERSIST_CHUNKID_LIGHT
@ WW3D_PERSIST_CHUNKID_LIGHT
Definition
ww3dids.h:73
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WWVegas
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ww3dids.h
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