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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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/physstaticsavesystem.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 11/02/00 6:20p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef PHYSSTATICSAVESYSTEM_H
- #define PHYSSTATICSAVESYSTEM_H
- #include "always.h"
- #include "saveloadsubsystem.h"
- /**
- **
- ** PhysStaticDataSaveSystemClass
- ** This SaveLoadSubSystem handles saving the static "frame-work" of the physics scene.
- ** The "framework" for the scene is all of the pre-calculated static data like visibility
- ** tables and culling systems that the physics scene contains. This data is saved through
- ** a separate sub-system in order to allow our Editor to save it without also saving the
- ** static objects which exist inside the "framework". The editor normally doesn't save the
- ** objects in the physics scene since it re-creates them from their "definitions" each
- ** time a level is loaded into it. However, this data (visibility, pathfinding...) is too
- ** expensive to simply re-create each time so we put it into a separate sub-system that it
- ** can save.
- **
- */
- class PhysStaticDataSaveSystemClass : public SaveLoadSubSystemClass
- {
- public:
-
- virtual uint32 Chunk_ID (void) const;
- protected:
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual const char* Name() const { return "PhysStaticSaveSystemClass"; }
- virtual void On_Post_Load(void);
- /*
- ** internal chunk id's
- */
- enum
- {
- PSDSSC_CHUNKID_SCENE = 0x04433220,
- PSDSSC_CHUNKID_PATHFIND
- };
- };
- /**
- ** global instance of the static data save sub-system
- */
- extern PhysStaticDataSaveSystemClass _PhysStaticDataSaveSystem;
- /**
- **
- ** PhysStaticObjectsSaveSystemClass
- ** This SaveLoadSubSystem handles saving the static objects in the physics system.
- ** This sub-system is not called by the editor so data which needs to persist through
- ** an editor save-load needs to be placed in the PhysStaticFrameworkSaveSystem. On
- ** the other hand, all of the objects that are re-created by the editor need to be
- ** saved by this sub-system in order for them to persist when a level is exported to
- ** the game.
- **
- */
- class PhysStaticObjectsSaveSystemClass : public SaveLoadSubSystemClass
- {
- public:
-
- virtual uint32 Chunk_ID (void) const;
- protected:
- virtual bool Save (ChunkSaveClass &csave);
- virtual bool Load (ChunkLoadClass &cload);
- virtual const char* Name() const { return "PhysStaticObjectsSaveSystemClass"; }
- virtual void On_Post_Load (void);
- /*
- ** internal chunk id's
- */
- enum
- {
- PSOSSC_CHUNKID_SCENE = 0x06090609,
- };
- };
- /**
- ** global instance of the static objects save sub-system
- */
- extern PhysStaticObjectsSaveSystemClass _PhysStaticObjectsSaveSystem;
- #endif
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