/*
** 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