160 lines
5 KiB
C++
160 lines
5 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 : WWPhys *
|
||
|
* *
|
||
|
* $Archive:: /Commando/Code/wwphys/lightphys.cpp $*
|
||
|
* *
|
||
|
* Author:: Greg Hjelstrom *
|
||
|
* *
|
||
|
* $Modtime:: 3/01/02 3:32p $*
|
||
|
* *
|
||
|
* $Revision:: 22 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
|
||
|
#include "lightphys.h"
|
||
|
#include "w3d_file.h"
|
||
|
#include "chunkio.h"
|
||
|
#include "light.h"
|
||
|
#include "matrix3.h"
|
||
|
#include "persistfactory.h"
|
||
|
#include "wwphysids.h"
|
||
|
#include "lightexclude.h"
|
||
|
#include "wwhack.h"
|
||
|
#include "vistable.h"
|
||
|
|
||
|
|
||
|
DECLARE_FORCE_LINK(lightphys);
|
||
|
|
||
|
|
||
|
/*
|
||
|
** Declare a PersistFactory for LightPhysClasses
|
||
|
*/
|
||
|
SimplePersistFactoryClass<LightPhysClass,PHYSICS_CHUNKID_LIGHTPHYS> _LightPhysFactory;
|
||
|
|
||
|
|
||
|
/*
|
||
|
** Chunk ID's used by LightPhysClass
|
||
|
*/
|
||
|
enum
|
||
|
{
|
||
|
LIGHTPHYS_CHUNK_DECOPHYS = 0x00770010,
|
||
|
LIGHTPHYS_CHUNK_VARIABLES,
|
||
|
|
||
|
LIGHTPHYS_VARIABLE_VISSECTORID = 0x00,
|
||
|
LIGHTPHYS_VARIABLE_GROUPID,
|
||
|
};
|
||
|
|
||
|
|
||
|
LightPhysClass::LightPhysClass(bool auto_allocate_light) :
|
||
|
VisSectorID(0xFFFFFFFF),
|
||
|
GroupID(0)
|
||
|
{
|
||
|
if (auto_allocate_light) {
|
||
|
LightClass * new_light = NEW_REF(LightClass,());
|
||
|
Set_Model(new_light);
|
||
|
new_light->Release_Ref();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void LightPhysClass::Set_Model(RenderObjClass * model)
|
||
|
{
|
||
|
DecorationPhysClass::Set_Model(model);
|
||
|
}
|
||
|
|
||
|
int LightPhysClass::Is_Vis_Object_Visible(int vis_object_id)
|
||
|
{
|
||
|
if (VisSectorID == 0xFFFFFFFF) {
|
||
|
return 1;
|
||
|
}
|
||
|
VisTableClass * pvs = PhysicsSceneClass::Get_Instance()->Get_Vis_Table(VisSectorID);
|
||
|
if (pvs != NULL) {
|
||
|
int vis_bit = pvs->Get_Bit(vis_object_id);
|
||
|
REF_PTR_RELEASE(pvs);
|
||
|
return vis_bit;
|
||
|
}
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
const PersistFactoryClass & LightPhysClass::Get_Factory (void) const
|
||
|
{
|
||
|
return _LightPhysFactory;
|
||
|
}
|
||
|
|
||
|
bool LightPhysClass::Save (ChunkSaveClass &csave)
|
||
|
{
|
||
|
csave.Begin_Chunk(LIGHTPHYS_CHUNK_DECOPHYS);
|
||
|
DecorationPhysClass::Save(csave);
|
||
|
csave.End_Chunk();
|
||
|
|
||
|
csave.Begin_Chunk(LIGHTPHYS_CHUNK_VARIABLES);
|
||
|
WRITE_MICRO_CHUNK(csave,LIGHTPHYS_VARIABLE_VISSECTORID,VisSectorID);
|
||
|
WRITE_MICRO_CHUNK(csave,LIGHTPHYS_VARIABLE_GROUPID,GroupID);
|
||
|
csave.End_Chunk();
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool LightPhysClass::Load (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Chunk()) {
|
||
|
switch(cload.Cur_Chunk_ID()) {
|
||
|
|
||
|
case LIGHTPHYS_CHUNK_DECOPHYS:
|
||
|
DecorationPhysClass::Load(cload);
|
||
|
break;
|
||
|
|
||
|
case LIGHTPHYS_CHUNK_VARIABLES:
|
||
|
while (cload.Open_Micro_Chunk()) {
|
||
|
switch(cload.Cur_Micro_Chunk_ID()) {
|
||
|
READ_MICRO_CHUNK(cload,LIGHTPHYS_VARIABLE_VISSECTORID,VisSectorID);
|
||
|
READ_MICRO_CHUNK(cload,LIGHTPHYS_VARIABLE_GROUPID,GroupID);
|
||
|
}
|
||
|
cload.Close_Micro_Chunk();
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
|
||
|
break;
|
||
|
}
|
||
|
cload.Close_Chunk();
|
||
|
}
|
||
|
|
||
|
//(gth) turn off the disabled flag, let the building re-set this when it updates its state.
|
||
|
Set_Disabled(false);
|
||
|
|
||
|
SaveLoadSystemClass::Register_Post_Load_Callback(this);
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void LightPhysClass::On_Post_Load(void)
|
||
|
{
|
||
|
// Set our cull box but don't let the culling system re-insert us.
|
||
|
Set_Cull_Box(Model->Get_Bounding_Box(),true);
|
||
|
}
|