/* ** 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 . */ /*********************************************************************************************** *** 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/EditorSaveLoad.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 3/04/02 4:03p $* * * * $Revision:: 8 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __EDITOR_SAVE_LOAD_H #define __EDITOR_SAVE_LOAD_H #include "saveloadsubsystem.h" #include "vector.h" #include "bittype.h" #include "editorchunkids.h" ////////////////////////////////////////////////////////////////////////// // Singleton instance ////////////////////////////////////////////////////////////////////////// extern class EditorSaveLoadClass _TheEditorSaveLoadSubsystem; ////////////////////////////////////////////////////////////////////////// // // EditorSaveLoadClass // ////////////////////////////////////////////////////////////////////////// class EditorSaveLoadClass : public SaveLoadSubSystemClass { public: ////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////// EditorSaveLoadClass (void) { } virtual ~EditorSaveLoadClass (void) { } ////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////// // From SaveLoadSubSystemClass virtual uint32 Chunk_ID (void) const; virtual void On_Post_Load (void); virtual const char * Name (void) const { return "EditorSaveLoadClass"; } static void Load_Level (LPCTSTR filename); static void Save_Level (LPCTSTR filename); static void Export_Dynamic_Objects (LPCTSTR filename); static void Import_Dynamic_Objects (LPCTSTR filename); // Vis methods static void Set_Loaded_Vis_Valid (bool onoff) { m_LoadedValidVis = onoff; } static bool Is_Loaded_Vis_Valid (void) { return m_LoadedValidVis; } protected: ////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////// virtual bool Contains_Data(void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); //bool Save_Presets (ChunkSaveClass &csave); bool Load_Micro_Chunks (ChunkLoadClass &cload); static void Save_Level_Data(ChunkSaveClass & chunk_save); static void Save_Light_Solve(ChunkSaveClass & chunk_save); private: ////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////// static bool m_LoadedValidVis; }; ////////////////////////////////////////////////////////////////////////// // // PathfindImportExportSaveLoadClass // ////////////////////////////////////////////////////////////////////////// class PathfindImportExportSaveLoadClass : public SaveLoadSubSystemClass { public: ////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////// PathfindImportExportSaveLoadClass (void) { } virtual ~PathfindImportExportSaveLoadClass (void) { } ////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////// // // Inherited // virtual uint32 Chunk_ID (void) const { return CHUNKID_EDITOR_PATHFIND_IMPORTER_EXPORTER; } virtual void On_Post_Load (void) {} virtual const char * Name (void) const { return "PathfindImportExportSaveLoadClass"; } static void Export_Pathfind (LPCTSTR filename); static void Import_Pathfind (LPCTSTR filename); protected: ////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////// virtual bool Contains_Data(void) const { return true; } virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); bool Load_Micro_Chunks (ChunkLoadClass &cload); private: ////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////// }; #endif //__EDITOR_SAVE_LOAD_H