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CnC_Renegade/Code/Tools/LevelEdit/lightsolvesavesystem.cpp

205 lines
6.4 KiB
C++

/*
** 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.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 3/04/02 11:41a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "lightsolvesavesystem.h"
#include "sceneeditor.h"
#include "utils.h"
#include "chunkio.h"
#include "saveload.h"
#include "editorchunkids.h"
#include "staticphys.h"
#include "pscene.h"
#include "dx8renderer.h"
/*
** Instantiate the save system
*/
LightSolveSaveSystemClass _TheLightSolveSaveSystem;
/************************************************************************************************
**
** LightSolveSaveSystemClass Implementation
**
************************************************************************************************/
uint32 LightSolveSaveSystemClass::Chunk_ID(void) const
{
return CHUNKID_EDITOR_LIGHT_SOLVE_SAVELOAD;
}
bool LightSolveSaveSystemClass::Contains_Data(void) const
{
// TODO: could check if we have anything to save...
return true;
}
bool LightSolveSaveSystemClass::Save(ChunkSaveClass &csave)
{
SceneEditorClass * scene = ::Get_Scene_Editor();
WWASSERT(scene != NULL);
RefPhysListIterator it = scene->Get_Static_Object_Iterator();
while (!it.Is_Done()) {
StaticPhysClass * pobj = it.Peek_Obj()->As_StaticPhysClass();
if ( (pobj != NULL) &&
(pobj->Peek_Model() != NULL) &&
(pobj->Peek_Model()->Has_User_Lighting) )
{
csave.Begin_Chunk(LSS_CHUNKID_OBJECT_LIGHT_SOLVE);
Save_Lighting_For_Object(csave,pobj);
csave.End_Chunk();
}
it.Next();
}
return true;
}
bool LightSolveSaveSystemClass::Save_Lighting_For_Object(ChunkSaveClass & csave,StaticPhysClass * pobj)
{
RenderObjClass * model = pobj->Peek_Model();
uint32 id = pobj->Get_ID();
uint32 classid = (uint32)model->Class_ID();
uint32 subobjcount = (uint32)model->Get_Num_Sub_Objects();
csave.Begin_Chunk(LSS_CHUNKID_OBJECT_VARIABLES);
WRITE_MICRO_CHUNK(csave,LSS_VARIABLE_OBJECT_ID,id);
WRITE_MICRO_CHUNK(csave,LSS_VARIABLE_OBJECT_CLASSID,classid);
WRITE_MICRO_CHUNK(csave,LSS_VARIABLE_OBJECT_SUBOBJCOUNT,subobjcount);
csave.End_Chunk();
csave.Begin_Chunk(LSS_CHUNKID_OBJECT_LIGHTING);
model->Save_User_Lighting(csave);
csave.End_Chunk();
return true;
}
bool LightSolveSaveSystemClass::Load(ChunkLoadClass &cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID())
{
case LSS_CHUNKID_OBJECT_LIGHT_SOLVE:
Load_Lighting_For_Object(cload);
break;
default:
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
break;
}
cload.Close_Chunk();
}
return true;
}
bool LightSolveSaveSystemClass::Load_Lighting_For_Object(ChunkLoadClass & cload)
{
uint32 id = 0;
uint32 classid = 0;
uint32 subobjcount = 0;
/*
** Read in the variables, return if we do not detect the variables chunk first
*/
cload.Open_Chunk();
if (cload.Cur_Chunk_ID() != LSS_CHUNKID_OBJECT_VARIABLES) {
cload.Close_Chunk();
return false;
}
if (cload.Cur_Chunk_ID() == LSS_CHUNKID_OBJECT_VARIABLES) {
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK(cload,LSS_VARIABLE_OBJECT_ID,id);
READ_MICRO_CHUNK(cload,LSS_VARIABLE_OBJECT_CLASSID,classid);
READ_MICRO_CHUNK(cload,LSS_VARIABLE_OBJECT_SUBOBJCOUNT,subobjcount);
}
cload.Close_Micro_Chunk();
}
}
cload.Close_Chunk();
/*
** Look up the object
*/
StaticPhysClass * obj = PhysicsSceneClass::Get_Instance()->Get_Static_Object_By_ID(id);
if (obj != NULL) {
RenderObjClass * model = obj->Peek_Model();
if ( (model != NULL) &&
(obj->Get_ID() == id) &&
(model->Class_ID() == (int)classid) &&
(model->Get_Num_Sub_Objects() == (int)subobjcount) )
{
/*
** If we find the object, load its lighting data
*/
if ((cload.Open_Chunk() == true) && (cload.Cur_Chunk_ID() == LSS_CHUNKID_OBJECT_LIGHTING)) {
model->Load_User_Lighting(cload);
cload.Close_Chunk();
}
}
}
return true;
}
void LightSolveSaveSystemClass::On_Post_Load(void)
{
/*
** The dx8 renderer needs to be reset so that the light solves get installed
*/
TheDX8MeshRenderer.Invalidate();
}