/* ** 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 . */ /*********************************************************************************************** *** 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/TerrainDefinition.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 9/29/00 2:53p $* * * * $Revision:: 10 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __TERRAIN_DEFINITION_H #define __TERRAIN_DEFINITION_H #include "definition.h" #include "definitionclassids.h" #include "vector.h" #include "wwstring.h" ////////////////////////////////////////////////////////////////////////////////// // // TerrainDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// class TerrainDefinitionClass : public DefinitionClass { public: ///////////////////////////////////////////////////////////////////// // Editable interface requirements ///////////////////////////////////////////////////////////////////// DECLARE_EDITABLE(TerrainDefinitionClass, DefinitionClass); ////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////// TerrainDefinitionClass (void); virtual ~TerrainDefinitionClass (void); // From DefinitionClass virtual uint32 Get_Class_ID (void) const { return CLASSID_TERRAIN; } // From PersistClass virtual const PersistFactoryClass & Get_Factory (void) const; virtual bool Save (ChunkSaveClass &csave); virtual bool Load (ChunkLoadClass &cload); virtual PersistClass * Create (void) const; // Terrain definition specific virtual const char * Get_Model_Name (void) const; virtual void Set_Model_Name (const char *filename); virtual const char * Get_Light_Filename (void) const { return m_LightFilename; } virtual void Set_Light_Filename (const char *filename) { m_LightFilename = filename; } private: ///////////////////////////////////////////////////////////////////// // Private methods ///////////////////////////////////////////////////////////////////// bool Save_Variables (ChunkSaveClass &csave); bool Load_Variables (ChunkLoadClass &cload); ////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////// DynamicVectorClass m_DistanceList; StringClass m_ModelName; StringClass m_LightFilename; }; ///////////////////////////////////////////////////////////////////// // Get_Model_Name ///////////////////////////////////////////////////////////////////// inline const char * TerrainDefinitionClass::Get_Model_Name (void) const { return m_ModelName; } ///////////////////////////////////////////////////////////////////// // Set_Model_Name ///////////////////////////////////////////////////////////////////// inline void TerrainDefinitionClass::Set_Model_Name (const char *filename) { m_ModelName = filename; return ; } #endif //__TERRAIN_DEFINITION_H