/* ** 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/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