/*
** 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 : 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 _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);
}