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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/physstaticsavesystem.h
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129
Code/wwphys/physstaticsavesystem.h
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/*
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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 : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/physstaticsavesystem.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/02/00 6:20p $*
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* *
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* $Revision:: 5 $*
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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 PHYSSTATICSAVESYSTEM_H
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#define PHYSSTATICSAVESYSTEM_H
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#include "always.h"
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#include "saveloadsubsystem.h"
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/**
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**
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** PhysStaticDataSaveSystemClass
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** This SaveLoadSubSystem handles saving the static "frame-work" of the physics scene.
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** The "framework" for the scene is all of the pre-calculated static data like visibility
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** tables and culling systems that the physics scene contains. This data is saved through
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** a separate sub-system in order to allow our Editor to save it without also saving the
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** static objects which exist inside the "framework". The editor normally doesn't save the
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** objects in the physics scene since it re-creates them from their "definitions" each
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** time a level is loaded into it. However, this data (visibility, pathfinding...) is too
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** expensive to simply re-create each time so we put it into a separate sub-system that it
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** can save.
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**
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*/
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class PhysStaticDataSaveSystemClass : 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 Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const char* Name() const { return "PhysStaticSaveSystemClass"; }
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virtual void On_Post_Load(void);
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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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PSDSSC_CHUNKID_SCENE = 0x04433220,
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PSDSSC_CHUNKID_PATHFIND
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};
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};
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/**
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** global instance of the static data save sub-system
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*/
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extern PhysStaticDataSaveSystemClass _PhysStaticDataSaveSystem;
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/**
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**
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** PhysStaticObjectsSaveSystemClass
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** This SaveLoadSubSystem handles saving the static objects in the physics system.
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** This sub-system is not called by the editor so data which needs to persist through
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** an editor save-load needs to be placed in the PhysStaticFrameworkSaveSystem. On
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** the other hand, all of the objects that are re-created by the editor need to be
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** saved by this sub-system in order for them to persist when a level is exported to
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** the game.
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**
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*/
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class PhysStaticObjectsSaveSystemClass : 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 Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual const char* Name() const { return "PhysStaticObjectsSaveSystemClass"; }
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virtual void On_Post_Load (void);
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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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PSOSSC_CHUNKID_SCENE = 0x06090609,
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};
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};
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/**
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** global instance of the static objects save sub-system
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*/
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extern PhysStaticObjectsSaveSystemClass _PhysStaticObjectsSaveSystem;
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#endif
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