EditorSaveLoad.h 6.3 KB

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  1. /*
  2. ** Command & Conquer Renegade(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. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/LevelEdit/EditorSaveLoad.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 3/04/02 4:03p $*
  29. * *
  30. * $Revision:: 8 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __EDITOR_SAVE_LOAD_H
  39. #define __EDITOR_SAVE_LOAD_H
  40. #include "saveloadsubsystem.h"
  41. #include "vector.h"
  42. #include "bittype.h"
  43. #include "editorchunkids.h"
  44. //////////////////////////////////////////////////////////////////////////
  45. // Singleton instance
  46. //////////////////////////////////////////////////////////////////////////
  47. extern class EditorSaveLoadClass _TheEditorSaveLoadSubsystem;
  48. //////////////////////////////////////////////////////////////////////////
  49. //
  50. // EditorSaveLoadClass
  51. //
  52. //////////////////////////////////////////////////////////////////////////
  53. class EditorSaveLoadClass : public SaveLoadSubSystemClass
  54. {
  55. public:
  56. //////////////////////////////////////////////////////////////
  57. // Public constructors/destructors
  58. //////////////////////////////////////////////////////////////
  59. EditorSaveLoadClass (void) { }
  60. virtual ~EditorSaveLoadClass (void) { }
  61. //////////////////////////////////////////////////////////////
  62. // Public methods
  63. //////////////////////////////////////////////////////////////
  64. // From SaveLoadSubSystemClass
  65. virtual uint32 Chunk_ID (void) const;
  66. virtual void On_Post_Load (void);
  67. virtual const char * Name (void) const { return "EditorSaveLoadClass"; }
  68. static void Load_Level (LPCTSTR filename);
  69. static void Save_Level (LPCTSTR filename);
  70. static void Export_Dynamic_Objects (LPCTSTR filename);
  71. static void Import_Dynamic_Objects (LPCTSTR filename);
  72. // Vis methods
  73. static void Set_Loaded_Vis_Valid (bool onoff) { m_LoadedValidVis = onoff; }
  74. static bool Is_Loaded_Vis_Valid (void) { return m_LoadedValidVis; }
  75. protected:
  76. //////////////////////////////////////////////////////////////
  77. // Protected methods
  78. //////////////////////////////////////////////////////////////
  79. virtual bool Contains_Data(void) const;
  80. virtual bool Save (ChunkSaveClass &csave);
  81. virtual bool Load (ChunkLoadClass &cload);
  82. //bool Save_Presets (ChunkSaveClass &csave);
  83. bool Load_Micro_Chunks (ChunkLoadClass &cload);
  84. static void Save_Level_Data(ChunkSaveClass & chunk_save);
  85. static void Save_Light_Solve(ChunkSaveClass & chunk_save);
  86. private:
  87. //////////////////////////////////////////////////////////////
  88. // Private member data
  89. //////////////////////////////////////////////////////////////
  90. static bool m_LoadedValidVis;
  91. };
  92. //////////////////////////////////////////////////////////////////////////
  93. //
  94. // PathfindImportExportSaveLoadClass
  95. //
  96. //////////////////////////////////////////////////////////////////////////
  97. class PathfindImportExportSaveLoadClass : public SaveLoadSubSystemClass
  98. {
  99. public:
  100. //////////////////////////////////////////////////////////////
  101. // Public constructors/destructors
  102. //////////////////////////////////////////////////////////////
  103. PathfindImportExportSaveLoadClass (void) { }
  104. virtual ~PathfindImportExportSaveLoadClass (void) { }
  105. //////////////////////////////////////////////////////////////
  106. // Public methods
  107. //////////////////////////////////////////////////////////////
  108. //
  109. // Inherited
  110. //
  111. virtual uint32 Chunk_ID (void) const { return CHUNKID_EDITOR_PATHFIND_IMPORTER_EXPORTER; }
  112. virtual void On_Post_Load (void) {}
  113. virtual const char * Name (void) const { return "PathfindImportExportSaveLoadClass"; }
  114. static void Export_Pathfind (LPCTSTR filename);
  115. static void Import_Pathfind (LPCTSTR filename);
  116. protected:
  117. //////////////////////////////////////////////////////////////
  118. // Protected methods
  119. //////////////////////////////////////////////////////////////
  120. virtual bool Contains_Data(void) const { return true; }
  121. virtual bool Save (ChunkSaveClass &csave);
  122. virtual bool Load (ChunkLoadClass &cload);
  123. bool Load_Micro_Chunks (ChunkLoadClass &cload);
  124. private:
  125. //////////////////////////////////////////////////////////////
  126. // Private member data
  127. //////////////////////////////////////////////////////////////
  128. };
  129. #endif //__EDITOR_SAVE_LOAD_H