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