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CnC_Renegade/Code/ww3d2/agg_def.h

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/*
** 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/>.
*/
/***********************************************************************************************
*** 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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/agg_def.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 4/05/01 9:52a $*
* *
* $Revision:: 2 $*
* *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef AGGREGATE_DEF_H
#define AGGREGATE_DEF_H
#include "proto.h"
#include "rendobj.h"
#include "w3d_file.h"
#include "w3derr.h"
#include "vector.h"
#include "bittype.h"
#include <string.h>
#ifdef _UNIX
#include "osdep.h"
#endif
// Forward declarations
class ChunkLoadClass;
class ChunkSaveClass;
class IndirectTextureClass;
///////////////////////////////////////////////////////////////////////////////////
//
// Macros
//
#ifndef SAFE_FREE
#define SAFE_FREE(pointer) \
{ \
if (pointer) { \
::free (pointer); \
pointer = 0; \
} \
}
#endif //SAFE_FREE
//////////////////////////////////////////////////////////////////////////////////
//
// AggregateDefClass
//
// Description of an aggregate object. Used by the asset manager
// to construct aggregates. An 'aggregate' is simply a 'shell' that
// contains references to a hierarchy model and subobjects to attach to its bones.
//
class AggregateDefClass
{
public:
///////////////////////////////////////////////////////////
//
// Public constructors/destructors
//
AggregateDefClass (void);
AggregateDefClass (RenderObjClass &base_model);
AggregateDefClass (const AggregateDefClass &src);
virtual ~AggregateDefClass (void);
///////////////////////////////////////////////////////////
//
// Public operators
//
const AggregateDefClass &operator= (const AggregateDefClass &src);
///////////////////////////////////////////////////////////
//
// Public methods
//
virtual WW3DErrorType Load_W3D (ChunkLoadClass &chunk_load);
virtual WW3DErrorType Save_W3D (ChunkSaveClass &chunk_save);
const char * Get_Name (void) const { return m_pName; }
void Set_Name (const char *pname) { SAFE_FREE (m_pName); m_pName = ::_strdup (pname); }
RenderObjClass * Create (void);
AggregateDefClass * Clone (void) const { return new AggregateDefClass (*this); }
//
// Public accessors
//
ULONG Class_ID (void) const { return m_MiscInfo.OriginalClassID; }
//
// Initialization
//
void Initialize (RenderObjClass &base_model);
protected:
///////////////////////////////////////////////////////////
//
// Protected data types
//
typedef struct _TEXTURE_INFO
{
W3dTextureReplacerStruct names;
IndirectTextureClass * pnew_texture;
bool operator == (_TEXTURE_INFO &src) { return false; }
bool operator != (_TEXTURE_INFO &src) { return true; }
} TEXTURE_INFO;
///////////////////////////////////////////////////////////
//
// Protected methods
//
//
// Loading methods
//
virtual WW3DErrorType Read_Header (ChunkLoadClass &chunk_load);
virtual WW3DErrorType Read_Info (ChunkLoadClass &chunk_load);
virtual WW3DErrorType Read_Subobject (ChunkLoadClass &chunk_load);
virtual WW3DErrorType Read_Class_Info (ChunkLoadClass &chunk_load);
//
// Saving methods
//
virtual WW3DErrorType Save_Header (ChunkSaveClass &chunk_save);
virtual WW3DErrorType Save_Info (ChunkSaveClass &chunk_save);
virtual WW3DErrorType Save_Subobject (ChunkSaveClass &chunk_save, W3dAggregateSubobjectStruct *psubobject);
virtual WW3DErrorType Save_Class_Info (ChunkSaveClass &chunk_save);
//
// Creation methods
//
virtual void Attach_Subobjects (RenderObjClass &base_model);
//
// Search methods
//
virtual RenderObjClass * Find_Subobject (RenderObjClass &model, const char mesh_path[MESH_PATH_ENTRIES][MESH_PATH_ENTRY_LEN], const char bone_path[MESH_PATH_ENTRIES][MESH_PATH_ENTRY_LEN]);
//
// Misc. methods
//
virtual void Free_Subobject_List (void);
virtual void Add_Subobject (const W3dAggregateSubobjectStruct &subobj_info);
virtual bool Load_Assets (const char *asset_name);
virtual RenderObjClass *Create_Render_Object (const char *passet_name);
virtual bool Is_Object_In_List (const char *passet_name, DynamicVectorClass <RenderObjClass *> &node_list);
virtual void Build_Subobject_List (RenderObjClass &original_model, RenderObjClass &model);
private:
///////////////////////////////////////////////////////////
//
// Private member data
//
DWORD m_Version;
DynamicVectorClass<W3dAggregateSubobjectStruct *> m_SubobjectList;
W3dAggregateInfoStruct m_Info;
W3dAggregateMiscInfo m_MiscInfo;
char * m_pName;
};
///////////////////////////////////////////////////////////////////////////////////
//
// AggregatePrototypeClass
//
class AggregatePrototypeClass : public PrototypeClass
{
public:
///////////////////////////////////////////////////////////
//
// Public constructors/destructors
//
AggregatePrototypeClass (AggregateDefClass *pdef) { m_pDefinition = pdef; }
virtual ~AggregatePrototypeClass (void) { delete m_pDefinition; }
///////////////////////////////////////////////////////////
//
// Public methods
//
virtual const char * Get_Name(void) const { return m_pDefinition->Get_Name (); }
virtual int Get_Class_ID(void) const { return m_pDefinition->Class_ID (); }
virtual RenderObjClass * Create (void) { return m_pDefinition->Create (); }
virtual AggregateDefClass * Get_Definition (void) const { return m_pDefinition; }
virtual void Set_Definition (AggregateDefClass *pdef) { m_pDefinition = pdef; }
private:
///////////////////////////////////////////////////////////
//
// Private member data
//
AggregateDefClass * m_pDefinition;
};
///////////////////////////////////////////////////////////////////////////////////
//
// AggregateLoaderClass
//
class AggregateLoaderClass : public PrototypeLoaderClass
{
public:
virtual int Chunk_Type (void) { return W3D_CHUNK_AGGREGATE; }
virtual PrototypeClass * Load_W3D (ChunkLoadClass &chunk_load);
};
///////////////////////////////////////////////////////////////////////////////////
//
// Global variables
//
extern AggregateLoaderClass _AggregateLoader;
#endif //__AGGREGATE_DEF_H