856 lines
22 KiB
C++
856 lines
22 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/EditorSaveLoad.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/05/02 3:30p $*
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* *
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* $Revision:: 37 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "leveleditdoc.h"
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#include "editorsaveload.h"
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#include "persist.h"
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#include "persistfactory.h"
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#include "preset.h"
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#include "utils.h"
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#include "definition.h"
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#include "editorchunkids.h"
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#include "physstaticsavesystem.h"
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#include "chunkio.h"
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#include "cameramgr.h"
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#include "filemgr.h"
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#include "matrix3d.h"
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#include "rawfile.h"
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#include "nodemgr.h"
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#include "sceneeditor.h"
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#include "node.h"
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#include "lightambientform.h"
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#include "soundscene.h"
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#include "backgroundmgr.h"
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#include "conversationmgr.h"
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#include "weathermgr.h"
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#include "combat.h"
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#include "mapmgr.h"
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#include "pathfind.h"
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#include "lightsolvesavesystem.h"
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#include "heightfieldmgr.h"
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///////////////////////////////////////////////////////////////////////
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// Global singleton instance
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///////////////////////////////////////////////////////////////////////
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EditorSaveLoadClass _TheEditorSaveLoadSubsystem;
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PathfindImportExportSaveLoadClass _ThePathfindImporterExporter;
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///////////////////////////////////////////////////////////////////////
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// Static member initialization
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///////////////////////////////////////////////////////////////////////
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bool EditorSaveLoadClass::m_LoadedValidVis = true;
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///////////////////////////////////////////////////////////////////////
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// Constants
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///////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_MICRO_CHUNKS = 0x10140738,
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CHUNKID_OBSOLETE,
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CHUNKID_PATHFIND_DATA
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};
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enum
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{
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VARID_INCLUDE_FILE = 0x01,
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VARID_CAMERA_TM,
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VARID_OBSOLETE_0,
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VARID_BACK_MUSIC,
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VARID_AMBIENT_LIGHT,
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VARID_OBSOLETE_1,
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VARID_OBSOLETE_2,
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VARID_FAR_CLIP_PLANE_DOUBLE,
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VARID_FOG_COLOR,
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VARID_FOG_PLANES,
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VARID_FOG_ENABLED,
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VARID_FAR_CLIP_PLANE,
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VARID_RESTART_SCRIPT_NAME,
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VARID_RESPAWN_SCRIPT_NAME,
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};
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enum
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{
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CHUNKID_LVL_DATA = 304021447,
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CHUNKID_LIGHT_SOLVE,
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};
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///////////////////////////////////////////////////////////////////////
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//
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// Chunk_ID
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//
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///////////////////////////////////////////////////////////////////////
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uint32
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EditorSaveLoadClass::Chunk_ID (void) const
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{
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return CHUNKID_EDITOR_SAVELOAD;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Contains_Data
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//
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///////////////////////////////////////////////////////////////////////
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bool
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EditorSaveLoadClass::Contains_Data (void) const
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{
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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///////////////////////////////////////////////////////////////////////
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bool
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EditorSaveLoadClass::Save (ChunkSaveClass &csave)
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{
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bool retval = true;
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int index;
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csave.Begin_Chunk (CHUNKID_MICRO_CHUNKS);
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//
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// Write the camera transform to the chunk
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//
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Matrix3D camera_tm = ::Get_Camera_Mgr ()->Get_Camera ()->Get_Transform ();
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WRITE_MICRO_CHUNK (csave, VARID_CAMERA_TM, camera_tm);
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//
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// Write the miscellaneous level settings to the chunk
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//
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Vector3 ambient_light = ::Get_Scene_Editor ()->Get_Ambient_Light ();
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WRITE_MICRO_CHUNK (csave, VARID_AMBIENT_LIGHT, ambient_light);
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//
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// Save the fog settings
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//
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bool fog_enabled = false;
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struct
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{
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float z_near;
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float z_far;
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} fog_planes = { 50.0F, 100.0F };
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Vector3 fog_color (0, 0, 0);
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::Get_Scene_Editor ()->Get_Fog_Range (&fog_planes.z_near, &fog_planes.z_far);
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fog_color = ::Get_Scene_Editor ()->Get_Fog_Color ();
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fog_enabled = ::Get_Scene_Editor ()->Get_Fog_Enable ();
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WRITE_MICRO_CHUNK (csave, VARID_FOG_ENABLED, fog_enabled);
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WRITE_MICRO_CHUNK (csave, VARID_FOG_COLOR, fog_color);
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WRITE_MICRO_CHUNK (csave, VARID_FOG_PLANES, fog_planes);
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//
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// Save the restart and respawn script names
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//
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StringClass restart_script_name = CombatManager::Get_Start_Script ();
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StringClass respawn_script_name = CombatManager::Get_Respawn_Script ();
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_RESTART_SCRIPT_NAME, restart_script_name);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_RESPAWN_SCRIPT_NAME, respawn_script_name);
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//
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// Save the far clip plane...
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//
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float znear = 0;
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float zfar = 0;
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::Get_Camera_Mgr ()->Get_Camera ()->Get_Clip_Planes (znear, zfar);
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WRITE_MICRO_CHUNK (csave, VARID_FAR_CLIP_PLANE, zfar);
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//
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// Write the background music filename out to the chunk
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//
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CString filename = ::Get_Scene_Editor ()->Get_Background_Music_Filename ();
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CString path = ::Get_File_Mgr ()->Make_Relative_Path (filename);
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WRITE_MICRO_CHUNK_STRING (csave, VARID_BACK_MUSIC, (LPCTSTR)path);
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//
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// Write the list of include files for the level to the chunk.
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//
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STRING_LIST &include_list = ::Get_File_Mgr ()->Get_Include_File_List ();
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for (index = 0; index < include_list.Count (); index ++) {
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StringClass filename = (LPCTSTR)include_list[index];
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_INCLUDE_FILE, filename);
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}
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csave.End_Chunk ();
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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///////////////////////////////////////////////////////////////////////
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bool
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EditorSaveLoadClass::Load (ChunkLoadClass &cload)
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{
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bool retval = true;
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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//
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// Load all the presets from this chunk
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//
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case CHUNKID_MICRO_CHUNKS:
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retval &= Load_Micro_Chunks (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Micro_Chunks
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//
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///////////////////////////////////////////////////////////////////////
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bool
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EditorSaveLoadClass::Load_Micro_Chunks (ChunkLoadClass &cload)
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{
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bool retval = true;
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Vector3 fog_color (0, 0, 0);
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bool fog_enabled = false;
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StringClass restart_script_name;
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StringClass respawn_script_name;
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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//
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// Read the camera's transformation matrix from the chunk
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// and pass it onto the camera.
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//
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case VARID_CAMERA_TM:
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{
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Matrix3D camera_tm;
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cload.Read(&camera_tm,sizeof (camera_tm));
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::Get_Camera_Mgr ()->Get_Camera ()->Set_Transform (camera_tm);
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}
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break;
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//
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// Read the include file from the chunk and add it to the list
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// of level include files.
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//
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case VARID_INCLUDE_FILE:
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{
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StringClass filename;
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cload.Read(filename.Get_Buffer(cload.Cur_Micro_Chunk_Length()),cload.Cur_Micro_Chunk_Length());
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::Get_File_Mgr ()->Get_Include_File_List ().Add ((LPCTSTR)filename);
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}
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break;
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case VARID_FAR_CLIP_PLANE_DOUBLE:
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{
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float znear = 0;
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float zfar = 0;
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::Get_Camera_Mgr ()->Get_Camera ()->Get_Clip_Planes (znear, zfar);
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double double_zfar = 0;
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cload.Read (&double_zfar, sizeof (double_zfar));
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zfar = double_zfar;
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::Get_Camera_Mgr ()->Get_Camera ()->Set_Clip_Planes (znear, zfar);
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}
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break;
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case VARID_FAR_CLIP_PLANE:
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{
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float znear = 0;
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float zfar = 0;
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::Get_Camera_Mgr ()->Get_Camera ()->Get_Clip_Planes (znear, zfar);
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cload.Read (&zfar, sizeof (zfar));
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::Get_Camera_Mgr ()->Get_Camera ()->Set_Clip_Planes (znear, zfar);
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}
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break;
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case VARID_AMBIENT_LIGHT:
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{
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Vector3 ambient_light;
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cload.Read (&ambient_light, sizeof (ambient_light));
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::Get_Scene_Editor ()->Set_Ambient_Light (ambient_light);
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::Get_Scene_Editor ()->Update_Lighting ();
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LightAmbientFormClass *light_form = Get_Ambient_Light_Form ();
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light_form->Update_Settings ();
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}
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break;
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READ_MICRO_CHUNK (cload, VARID_FOG_ENABLED, fog_enabled);
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READ_MICRO_CHUNK (cload, VARID_FOG_COLOR, fog_color);
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_RESTART_SCRIPT_NAME, restart_script_name);
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_RESPAWN_SCRIPT_NAME, respawn_script_name);
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case VARID_FOG_PLANES:
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{
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struct
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{
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float z_near;
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float z_far;
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} fog_planes = { 50.0F, 100.0F };
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cload.Read (&fog_planes, sizeof (fog_planes));
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::Get_Scene_Editor ()->Set_Fog_Range (fog_planes.z_near, fog_planes.z_far);
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}
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break;
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case VARID_BACK_MUSIC:
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{
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StringClass filename;
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cload.Read(filename.Get_Buffer(cload.Cur_Micro_Chunk_Length()),cload.Cur_Micro_Chunk_Length());
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::Get_Scene_Editor ()->Set_Background_Music (filename);
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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//
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// Apply the script settings
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//
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CombatManager::Set_Start_Script (restart_script_name);
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CombatManager::Set_Respawn_Script (respawn_script_name);
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//
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// Apply the fog settings
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//
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::Get_Scene_Editor ()->Set_Fog_Color (fog_color);
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::Get_Scene_Editor ()->Set_Fog_Enable (fog_enabled);
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return retval;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save_Level
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//
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///////////////////////////////////////////////////////////////////////
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void
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EditorSaveLoadClass::Save_Level (LPCTSTR filename)
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{
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//
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// Create the file
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//
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HANDLE hfile = ::CreateFile (filename,
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GENERIC_WRITE,
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0,
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NULL,
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CREATE_ALWAYS,
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0L,
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NULL);
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ASSERT (hfile != INVALID_HANDLE_VALUE);
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if (hfile != INVALID_HANDLE_VALUE) {
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RawFileClass file_obj;
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file_obj.Attach (hfile);
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ChunkSaveClass chunk_save (&file_obj);
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//
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// (gth) March 4, 2002 - modifying this function to embed two "save files" into this
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// file. The first chunk will contain an entire save for the normal level data. The second
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// chunk will contain the lighting save
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//
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chunk_save.Begin_Chunk(CHUNKID_LVL_DATA);
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Save_Level_Data(chunk_save);
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chunk_save.End_Chunk();
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chunk_save.Begin_Chunk(CHUNKID_LIGHT_SOLVE);
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Save_Light_Solve(chunk_save);
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chunk_save.End_Chunk();
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//
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// Remember that we are now up-to-date
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//
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Set_Modified (false);
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}
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save_Level_Data - saves the level data for an LVL file
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//
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///////////////////////////////////////////////////////////////////////
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void
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EditorSaveLoadClass::Save_Level_Data(ChunkSaveClass & chunk_save)
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{
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//
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// Repartition the static culling systems
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// (gth) can't re-partition the object culling systems or
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// we'll lose hierarchical vis
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//
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::Get_Scene_Editor ()->Re_Partition_Static_Lights ();
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::Get_Scene_Editor ()->Re_Partition_Audio_System ();
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//
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// Basically just save the list of nodes and some other
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// miscellaneous information (camera, sky, etc).
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//
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SaveLoadSystemClass::Save (chunk_save, _PhysStaticDataSaveSystem);
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SaveLoadSystemClass::Save (chunk_save, _TheNodeMgr);
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SaveLoadSystemClass::Save (chunk_save, _TheEditorSaveLoadSubsystem);
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SaveLoadSystemClass::Save (chunk_save, _TheBackgroundMgr);
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SaveLoadSystemClass::Save (chunk_save, _TheWeatherMgr);
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SaveLoadSystemClass::Save (chunk_save, _TheMapMgrSaveLoadSubsystem);
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SaveLoadSystemClass::Save (chunk_save, _TheHeightfieldMgrSaveLoadSubsystem);
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//
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// Save the level-specific conversations
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//
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_ConversationMgrSaveLoad.Set_Category_To_Save (ConversationMgrClass::CATEGORY_LEVEL);
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SaveLoadSystemClass::Save (chunk_save, _ConversationMgrSaveLoad);
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Save_Light_Solve - saves the light-solve data for an LVL file
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//
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///////////////////////////////////////////////////////////////////////
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void EditorSaveLoadClass::Save_Light_Solve(ChunkSaveClass & chunk_save)
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{
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SaveLoadSystemClass::Save( chunk_save, _TheLightSolveSaveSystem);
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Level
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//
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///////////////////////////////////////////////////////////////////////
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void
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EditorSaveLoadClass::Load_Level (LPCTSTR filename)
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{
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//
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// Create the file
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//
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HANDLE hfile = ::CreateFile (filename,
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GENERIC_READ,
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FILE_SHARE_READ,
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NULL,
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OPEN_EXISTING,
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0L,
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NULL);
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ASSERT (hfile != INVALID_HANDLE_VALUE);
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if (hfile != INVALID_HANDLE_VALUE) {
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RawFileClass file_obj;
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file_obj.Attach (hfile);
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ChunkLoadClass chunk_load (&file_obj);
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SoundSceneClass *sound_scene = WWAudioClass::Get_Instance ()->Get_Sound_Scene ();
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if (sound_scene != NULL) {
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sound_scene->Set_Batch_Mode (true);
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}
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//
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// Get the save-load subsystem to load
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//
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m_LoadedValidVis = true;
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NodeMgrClass::Free_Nodes ();
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//
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// (gth) March 4, 2002 - LVL files are now two independent save-load operations,
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// one for the normal level data and one for the light solve data. Here, we
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// detect whether we are loading a file that was created before this change.
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//
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uint32 id,size;
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if (chunk_load.Peek_Next_Chunk(&id,&size) && (id == CHUNKID_LVL_DATA)) {
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// Current file format, multiple saves embedded into this file
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while (chunk_load.Open_Chunk()) {
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switch (chunk_load.Cur_Chunk_ID()) {
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case CHUNKID_LVL_DATA:
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case CHUNKID_LIGHT_SOLVE:
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SaveLoadSystemClass::Load (chunk_load);
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break;
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default:
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break;
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}
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chunk_load.Close_Chunk();
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}
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} else {
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// Legacy file format support
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SaveLoadSystemClass::Load (chunk_load);
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}
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//
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// Repartition the static culling systems
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// (gth) can't re-partition the object culling systems or
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// we'll lose hierarchical vis
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//
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::Get_Scene_Editor ()->Re_Partition_Static_Lights ();
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::Get_Scene_Editor ()->Re_Partition_Audio_System ();
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//
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// Now create any embedded nodes (nodes that are embedded inside
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// the preset of any nodes that are currently in the level).
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//
|
|
NodeMgrClass::Create_All_Embedded_Nodes ();
|
|
|
|
//
|
|
// Validate VIS information if necessary
|
|
//
|
|
if (m_LoadedValidVis) {
|
|
::Get_Scene_Editor ()->Validate_Vis ();
|
|
::Get_Scene_Editor ()->Update_Culling_System_Bounding_Boxes ();
|
|
} else {
|
|
::MessageBox (NULL, "Static geometry has changed since the last time this level was loaded. All previously generated VIS data has been discarded.", "Vis Discarded", MB_ICONEXCLAMATION | MB_OK);
|
|
::Get_Scene_Editor ()->Discard_Vis ();
|
|
}
|
|
|
|
if (sound_scene != NULL) {
|
|
sound_scene->Set_Batch_Mode (false);
|
|
}
|
|
|
|
//
|
|
// Remember that we are now up-to-date
|
|
//
|
|
Set_Modified (false);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Export_Dynamic_Objects
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
EditorSaveLoadClass::Export_Dynamic_Objects (LPCTSTR filename)
|
|
{
|
|
//
|
|
// Create the file
|
|
//
|
|
HANDLE hfile = ::CreateFile (filename,
|
|
GENERIC_WRITE,
|
|
0,
|
|
NULL,
|
|
CREATE_ALWAYS,
|
|
0L,
|
|
NULL);
|
|
|
|
ASSERT (hfile != INVALID_HANDLE_VALUE);
|
|
if (hfile != INVALID_HANDLE_VALUE) {
|
|
|
|
RawFileClass file_obj;
|
|
file_obj.Attach (hfile);
|
|
ChunkSaveClass chunk_save (&file_obj);
|
|
|
|
//
|
|
// Remove the static objects from the level, save the nodes,
|
|
// then put the static objects back
|
|
//
|
|
NODE_LIST static_obj_list;
|
|
NodeMgrClass::Remove_Static_Objects (static_obj_list);
|
|
SaveLoadSystemClass::Save (chunk_save, _TheNodeMgr);
|
|
NodeMgrClass::Put_Objects_Back (static_obj_list);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Import_Dynamic_Objects
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
EditorSaveLoadClass::Import_Dynamic_Objects (LPCTSTR filename)
|
|
{
|
|
//
|
|
// Create the file
|
|
//
|
|
HANDLE hfile = ::CreateFile (filename,
|
|
GENERIC_READ,
|
|
FILE_SHARE_READ,
|
|
NULL,
|
|
OPEN_EXISTING,
|
|
0L,
|
|
NULL);
|
|
|
|
ASSERT (hfile != INVALID_HANDLE_VALUE);
|
|
if (hfile != INVALID_HANDLE_VALUE) {
|
|
|
|
RawFileClass file_obj;
|
|
file_obj.Attach (hfile);
|
|
ChunkLoadClass chunk_load (&file_obj);
|
|
|
|
//
|
|
// Find the largest used ID
|
|
//
|
|
uint32 start_id = (NodeMgrClass::Get_Max_Used_ID () + 1);
|
|
|
|
//
|
|
// Remove the dynamic objects from the level and load the new objects.
|
|
//
|
|
NODE_LIST dynamic_obj_list;
|
|
NodeMgrClass::Remove_Dynamic_Objects (dynamic_obj_list);
|
|
SaveLoadSystemClass::Load (chunk_load);
|
|
|
|
::Output_Message ("Resetting existing static node IDs.\r\n");
|
|
|
|
//
|
|
// Re-assign IDs to the existing static nodes
|
|
//
|
|
for ( NodeClass *node = NodeMgrClass::Get_First ();
|
|
node != NULL;
|
|
node = NodeMgrClass::Get_Next (node))
|
|
{
|
|
if (node->Is_Static ()) {
|
|
node->Set_ID (start_id++);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Check all the dynamic objects for ID collision
|
|
//
|
|
CString id_collision_msg = "The following dynamic object IDs collided on import:\n\n";
|
|
bool show_msg = false;
|
|
DynamicVectorClass<NodeClass *> bad_node_list;
|
|
for (int index = 0; index < dynamic_obj_list.Count (); index ++) {
|
|
NodeClass *node = dynamic_obj_list[index];
|
|
if (NodeMgrClass::Find_Node (node->Get_ID ()) != NULL) {
|
|
CString entry;
|
|
entry.Format ("Object %d\n", node->Get_ID ());
|
|
id_collision_msg += entry;
|
|
bad_node_list.Add (node);
|
|
show_msg = true;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Put the original objects back
|
|
//
|
|
NodeMgrClass::Put_Objects_Back (dynamic_obj_list);
|
|
NodeMgrClass::Reset_New_ID ();
|
|
|
|
//
|
|
// Let the user know we had ID collision (if necessary)
|
|
//
|
|
if (show_msg) {
|
|
::MessageBox (NULL, id_collision_msg, "ID Collision", MB_ICONERROR | MB_OK);
|
|
|
|
//
|
|
// Ask the user if we should fix the collisions or not
|
|
//
|
|
if (::MessageBox (NULL, "Would you like to repair the newly imported objects with ambiguous IDs?", "ID Collision", MB_ICONQUESTION | MB_YESNO) == IDYES) {
|
|
|
|
//
|
|
// Repair all collisions
|
|
//
|
|
for (int index = 0; index < bad_node_list.Count (); index ++) {
|
|
NodeClass *node = bad_node_list[index];
|
|
if (node != NULL) {
|
|
node->Set_ID (NodeMgrClass::Get_Node_ID (node->Get_Type ()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// On_Post_Load
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
EditorSaveLoadClass::On_Post_Load (void)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Export_Pathfind
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
PathfindImportExportSaveLoadClass::Export_Pathfind (LPCTSTR filename)
|
|
{
|
|
//
|
|
// Create the file
|
|
//
|
|
HANDLE hfile = ::CreateFile (filename,
|
|
GENERIC_WRITE,
|
|
0,
|
|
NULL,
|
|
CREATE_ALWAYS,
|
|
0L,
|
|
NULL);
|
|
|
|
ASSERT (hfile != INVALID_HANDLE_VALUE);
|
|
if (hfile != INVALID_HANDLE_VALUE) {
|
|
|
|
RawFileClass file_obj;
|
|
file_obj.Attach (hfile);
|
|
ChunkSaveClass chunk_save (&file_obj);
|
|
|
|
//
|
|
//
|
|
// Basically just save the list of nodes and some other
|
|
// miscellaneous information (camera, sky, etc).
|
|
//
|
|
SaveLoadSystemClass::Save (chunk_save, _ThePathfindImporterExporter);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Import_Pathfind
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
void
|
|
PathfindImportExportSaveLoadClass::Import_Pathfind (LPCTSTR filename)
|
|
{
|
|
//
|
|
// Create the file
|
|
//
|
|
HANDLE hfile = ::CreateFile (filename,
|
|
GENERIC_READ,
|
|
FILE_SHARE_READ,
|
|
NULL,
|
|
OPEN_EXISTING,
|
|
0L,
|
|
NULL);
|
|
|
|
ASSERT (hfile != INVALID_HANDLE_VALUE);
|
|
if (hfile != INVALID_HANDLE_VALUE) {
|
|
|
|
RawFileClass file_obj;
|
|
file_obj.Attach (hfile);
|
|
ChunkLoadClass chunk_load (&file_obj);
|
|
|
|
//
|
|
// Get the save-load subsystem to load
|
|
//
|
|
SaveLoadSystemClass::Load (chunk_load);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Save
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
bool
|
|
PathfindImportExportSaveLoadClass::Save (ChunkSaveClass &csave)
|
|
{
|
|
//
|
|
// Save the pathfind data
|
|
//
|
|
csave.Begin_Chunk (CHUNKID_PATHFIND_DATA);
|
|
PathfindClass::Get_Instance()->Save (csave);
|
|
csave.End_Chunk ();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load
|
|
//
|
|
///////////////////////////////////////////////////////////////////////
|
|
bool
|
|
PathfindImportExportSaveLoadClass::Load (ChunkLoadClass &cload)
|
|
{
|
|
while (cload.Open_Chunk ()) {
|
|
switch (cload.Cur_Chunk_ID ()) {
|
|
|
|
//
|
|
// Import the pathfind data...
|
|
//
|
|
case CHUNKID_PATHFIND_DATA:
|
|
PathfindClass::Get_Instance()->Load (cload);
|
|
break;
|
|
}
|
|
|
|
cload.Close_Chunk ();
|
|
}
|
|
|
|
return true;
|
|
}
|