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- /*
- ** 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 : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/lightsolvesavesystem.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 3/04/02 11:11a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef LIGHTSOLVESAVESYSTEM_H
- #define LIGHTSOLVESAVESYSTEM_H
- #include "saveloadsubsystem.h"
- class ChunkLoadClass;
- class ChunkSaveClass;
- class StaticPhysClass;
- /**
- ** LightSolveSaveSystemClass
- ** This class is a save-load subsystem which can save and restore a lighting solve in the editor.
- ** Since the editor uses a very abstracted description of the level we cannot use the game's
- ** mechanism of saving the lighting solve with the model. This system should be called last
- ** (or at least after all of the tiles and terrain nodes) in the save process for saving an LVL file.
- */
- class LightSolveSaveSystemClass : public SaveLoadSubSystemClass
- {
- public:
-
- virtual uint32 Chunk_ID (void) const;
- protected:
- virtual bool Contains_Data(void) const;
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual const char* Name() const { return "LightSolveSaveSystemClass"; }
- virtual void On_Post_Load(void);
- bool Save_Lighting_For_Object(ChunkSaveClass & csave,StaticPhysClass * pobj);
- bool Load_Lighting_For_Object(ChunkLoadClass & cload);
- /*
- ** internal chunk id's
- */
- enum
- {
- LSS_CHUNKID_OBJECT_LIGHT_SOLVE = 30102537,
- LSS_CHUNKID_OBJECT_VARIABLES,
- LSS_CHUNKID_OBJECT_LIGHTING,
- LSS_VARIABLE_OBJECT_ID = 0,
- LSS_VARIABLE_OBJECT_CLASSID,
- LSS_VARIABLE_OBJECT_SUBOBJCOUNT,
- };
- };
- /*
- ** _TheLightSolveSaveSystem - global instance of this sub-system
- */
- extern LightSolveSaveSystemClass _TheLightSolveSaveSystem;
- #endif //LIGHTSOLVESAVESYSTEM_H
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