lightsolvesavesystem.h 4.1 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/lightsolvesavesystem.h $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 3/04/02 11:11a $*
  31. * *
  32. * $Revision:: 2 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #if defined(_MSC_VER)
  38. #pragma once
  39. #endif
  40. #ifndef LIGHTSOLVESAVESYSTEM_H
  41. #define LIGHTSOLVESAVESYSTEM_H
  42. #include "saveloadsubsystem.h"
  43. class ChunkLoadClass;
  44. class ChunkSaveClass;
  45. class StaticPhysClass;
  46. /**
  47. ** LightSolveSaveSystemClass
  48. ** This class is a save-load subsystem which can save and restore a lighting solve in the editor.
  49. ** Since the editor uses a very abstracted description of the level we cannot use the game's
  50. ** mechanism of saving the lighting solve with the model. This system should be called last
  51. ** (or at least after all of the tiles and terrain nodes) in the save process for saving an LVL file.
  52. */
  53. class LightSolveSaveSystemClass : public SaveLoadSubSystemClass
  54. {
  55. public:
  56. virtual uint32 Chunk_ID (void) const;
  57. protected:
  58. virtual bool Contains_Data(void) const;
  59. virtual bool Save (ChunkSaveClass &csave);
  60. virtual bool Load (ChunkLoadClass &cload);
  61. virtual const char* Name() const { return "LightSolveSaveSystemClass"; }
  62. virtual void On_Post_Load(void);
  63. bool Save_Lighting_For_Object(ChunkSaveClass & csave,StaticPhysClass * pobj);
  64. bool Load_Lighting_For_Object(ChunkLoadClass & cload);
  65. /*
  66. ** internal chunk id's
  67. */
  68. enum
  69. {
  70. LSS_CHUNKID_OBJECT_LIGHT_SOLVE = 30102537,
  71. LSS_CHUNKID_OBJECT_VARIABLES,
  72. LSS_CHUNKID_OBJECT_LIGHTING,
  73. LSS_VARIABLE_OBJECT_ID = 0,
  74. LSS_VARIABLE_OBJECT_CLASSID,
  75. LSS_VARIABLE_OBJECT_SUBOBJCOUNT,
  76. };
  77. };
  78. /*
  79. ** _TheLightSolveSaveSystem - global instance of this sub-system
  80. */
  81. extern LightSolveSaveSystemClass _TheLightSolveSaveSystem;
  82. #endif //LIGHTSOLVESAVESYSTEM_H