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CnC_Renegade/Code/Combat/assets.cpp

143 lines
4.8 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/assets.cpp $*
* *
* $Author:: Jani_p $*
* *
* $Modtime:: 8/31/01 8:03p $*
* *
* $Revision:: 49 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "assets.h"
#include "wwfile.h"
#include "debug.h"
#include "ffactory.h"
/*
**
*/
INIClass * Get_INI( const char * filename )
{
INIClass * ini = NULL;
FileClass * INIfile = _TheFileFactory->Get_File( filename );
if ( INIfile ) {
if ( INIfile->Is_Available() ) {
ini = new INIClass( *INIfile );
}
_TheFileFactory->Return_File( INIfile );
}
return ini;
}
void Save_INI( INIClass * p_ini, const char * filename )
{
WWASSERT(p_ini != NULL);
WWASSERT(filename != NULL);
FileClass * p_INIfile = _TheWritingFileFactory->Get_File(filename);
if (p_INIfile != NULL && p_INIfile->Is_Available()) {
p_ini->Save(*p_INIfile);
_TheWritingFileFactory->Return_File(p_INIfile);
}
}
void Release_INI( INIClass * ini )
{
WWASSERT( ini );
delete ini;
}
/*
**
*/
void Strip_Path_From_Filename( StringClass& new_name, const char * filename )
{
if ( ::strchr( filename, '\\' ) != 0 ) {
new_name = ::strrchr( filename, '\\' ) + 1;
}
else new_name=filename;
}
/*
** Asset access
*/
void Get_Render_Obj_Name_From_Filename( StringClass& new_name, const char * filename )
{
Strip_Path_From_Filename( new_name, filename );
if ( new_name.Get_Length() > 4 ) {
new_name.Erase( new_name.Get_Length() - 4, 4 );
}
}
RenderObjClass * Create_Render_Obj_From_Filename( const char * filename )
{
StringClass render_obj_name(true);
Strip_Path_From_Filename( render_obj_name, filename );
render_obj_name.Erase( render_obj_name.Get_Length() - 4, 4 );
RenderObjClass *model = WW3DAssetManager::Get_Instance()->Create_Render_Obj( render_obj_name );
if ( model == NULL ) {
Debug_Say(( "Failed to create \"%s\" from \"%s\"\n", (const char *)render_obj_name, filename ));
}
return model;
}
TextureClass * Get_Texture_From_Filename
(
const char * filename,
TextureClass::MipCountType mip_level_count
)
{
StringClass tex_name(true);
Strip_Path_From_Filename( tex_name, filename );
return WW3DAssetManager::Get_Instance()->Get_Texture( tex_name, mip_level_count );
}
/*
** Filenames
*/
void Create_Animation_Name( StringClass& anim_name, const char * anim_filename, const char * model_name )
{
anim_name=anim_filename;
if ( ::strrchr( anim_name, '\\' ) != 0 ) {
StringClass temp(::strrchr( anim_name, '\\' ) + 1,true);
anim_name = temp;
anim_name.Erase( anim_name.Get_Length() - 4, 4 ); // Strip off ".w3d"
}
if ( ::strchr( anim_name, '.' ) == 0 ) { // Add model name
StringClass temp(true);
temp.Format( "%s.%s", model_name, anim_name );
anim_name = temp;
}
}