/* ** 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.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 9/19/00 2:20p $* * * * $Revision:: 11 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "terraindefinition.h" #include "simpledefinitionfactory.h" #include "definitionclassids.h" #include "definitionmgr.h" #include "persistfactory.h" #include "editorchunkids.h" #include "terrainnode.h" ////////////////////////////////////////////////////////////////////////////////// // Constants ////////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x00000100, CHUNKID_BASE_CLASS = 0x00000200, }; enum { VARID_LOD_DIST = 0x01, VARID_MODEL_NAME, VARID_LIGHT_FILENAME }; ////////////////////////////////////////////////////////////////////////////////// // // Static factories // ////////////////////////////////////////////////////////////////////////////////// DECLARE_DEFINITION_FACTORY(TerrainDefinitionClass, CLASSID_TERRAIN, "Terrain") _TerrainDefFactory; SimplePersistFactoryClass _TerrainPersistFactory; ////////////////////////////////////////////////////////////////////////////////// // // TerrainDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// TerrainDefinitionClass::TerrainDefinitionClass (void) : DefinitionClass () { FILENAME_PARAM (TerrainDefinitionClass, m_ModelName, "Westwood 3D Files", ".w3d"); FILENAME_PARAM (TerrainDefinitionClass, m_LightFilename, "Westwood Light Database", ".wlt"); return ; } ////////////////////////////////////////////////////////////////////////////////// // // ~TerrainDefinitionClass // ////////////////////////////////////////////////////////////////////////////////// TerrainDefinitionClass::~TerrainDefinitionClass (void) { return ; } ////////////////////////////////////////////////////////////////////////////////// // // Get_Factory // ////////////////////////////////////////////////////////////////////////////////// const PersistFactoryClass & TerrainDefinitionClass::Get_Factory (void) const { return _TerrainPersistFactory; } ////////////////////////////////////////////////////////////////////////////////// // // Save // ////////////////////////////////////////////////////////////////////////////////// bool TerrainDefinitionClass::Save (ChunkSaveClass &csave) { bool retval = true; csave.Begin_Chunk (CHUNKID_VARIABLES); retval &= Save_Variables (csave); csave.End_Chunk (); csave.Begin_Chunk (CHUNKID_BASE_CLASS); retval &= DefinitionClass::Save (csave); csave.End_Chunk (); return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Load // ////////////////////////////////////////////////////////////////////////////////// bool TerrainDefinitionClass::Load (ChunkLoadClass &cload) { bool retval = true; while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_VARIABLES: retval &= Load_Variables (cload); break; case CHUNKID_BASE_CLASS: retval &= DefinitionClass::Load (cload); break; } cload.Close_Chunk (); } return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Save_Variables // ////////////////////////////////////////////////////////////////////////////////// bool TerrainDefinitionClass::Save_Variables (ChunkSaveClass &csave) { bool retval = true; // // Write the list of distances to the chunk // for (int index = 0; index < m_DistanceList.Count (); index ++) { uint32 distance = m_DistanceList[index]; // // Create a new micro-chunk and write this data out to it. // csave.Begin_Micro_Chunk (VARID_LOD_DIST); retval &= (csave.Write (&distance, sizeof (distance)) == sizeof (distance)); csave.End_Micro_Chunk (); } WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_MODEL_NAME, m_ModelName) WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_LIGHT_FILENAME, m_LightFilename) return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Load_Variables // ////////////////////////////////////////////////////////////////////////////////// bool TerrainDefinitionClass::Load_Variables (ChunkLoadClass &cload) { bool retval = true; // Start fresh m_DistanceList.Delete_All (); // // Loop through all the microchunks that define the variables // while (cload.Open_Micro_Chunk ()) { switch (cload.Cur_Micro_Chunk_ID ()) { case VARID_LOD_DIST: { uint32 distance = 0; retval &= (cload.Read (&distance, sizeof (distance)) == sizeof (distance)); m_DistanceList.Add (distance); } break; READ_MICRO_CHUNK_WWSTRING (cload, VARID_MODEL_NAME, m_ModelName) READ_MICRO_CHUNK_WWSTRING (cload, VARID_LIGHT_FILENAME, m_LightFilename) } cload.Close_Micro_Chunk (); } return retval; } ////////////////////////////////////////////////////////////////////////////////// // // Create // ////////////////////////////////////////////////////////////////////////////////// PersistClass * TerrainDefinitionClass::Create (void) const { return new TerrainNodeClass (); }