102 lines
4.1 KiB
C++
102 lines
4.1 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.h $*
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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 11:11a $*
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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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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef LIGHTSOLVESAVESYSTEM_H
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#define LIGHTSOLVESAVESYSTEM_H
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#include "saveloadsubsystem.h"
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class ChunkLoadClass;
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class ChunkSaveClass;
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class StaticPhysClass;
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/**
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** LightSolveSaveSystemClass
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** This class is a save-load subsystem which can save and restore a lighting solve in the editor.
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** Since the editor uses a very abstracted description of the level we cannot use the game's
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** mechanism of saving the lighting solve with the model. This system should be called last
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** (or at least after all of the tiles and terrain nodes) in the save process for saving an LVL file.
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*/
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class LightSolveSaveSystemClass : public SaveLoadSubSystemClass
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{
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public:
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virtual uint32 Chunk_ID (void) const;
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protected:
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virtual bool Contains_Data(void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const char* Name() const { return "LightSolveSaveSystemClass"; }
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virtual void On_Post_Load(void);
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bool Save_Lighting_For_Object(ChunkSaveClass & csave,StaticPhysClass * pobj);
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bool Load_Lighting_For_Object(ChunkLoadClass & cload);
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/*
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** internal chunk id's
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*/
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enum
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{
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LSS_CHUNKID_OBJECT_LIGHT_SOLVE = 30102537,
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LSS_CHUNKID_OBJECT_VARIABLES,
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LSS_CHUNKID_OBJECT_LIGHTING,
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LSS_VARIABLE_OBJECT_ID = 0,
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LSS_VARIABLE_OBJECT_CLASSID,
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LSS_VARIABLE_OBJECT_SUBOBJCOUNT,
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};
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};
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/*
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** _TheLightSolveSaveSystem - global instance of this sub-system
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*/
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extern LightSolveSaveSystemClass _TheLightSolveSaveSystem;
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#endif //LIGHTSOLVESAVESYSTEM_H
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