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CnC_Renegade/Code/Tools/LevelEdit/lightsolvesavesystem.h

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/*
** 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.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