255 lines
8 KiB
C++
255 lines
8 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/agg_def.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 4/05/01 9:52a $*
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* *
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* $Revision:: 2 $*
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* *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef AGGREGATE_DEF_H
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#define AGGREGATE_DEF_H
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#include "proto.h"
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#include "rendobj.h"
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#include "w3d_file.h"
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#include "w3derr.h"
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#include "vector.h"
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#include "bittype.h"
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#include <string.h>
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#ifdef _UNIX
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#include "osdep.h"
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#endif
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// Forward declarations
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class ChunkLoadClass;
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class ChunkSaveClass;
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class IndirectTextureClass;
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Macros
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//
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#ifndef SAFE_FREE
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#define SAFE_FREE(pointer) \
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{ \
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if (pointer) { \
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::free (pointer); \
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pointer = 0; \
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} \
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}
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#endif //SAFE_FREE
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//////////////////////////////////////////////////////////////////////////////////
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//
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// AggregateDefClass
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//
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// Description of an aggregate object. Used by the asset manager
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// to construct aggregates. An 'aggregate' is simply a 'shell' that
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// contains references to a hierarchy model and subobjects to attach to its bones.
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//
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class AggregateDefClass
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{
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public:
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///////////////////////////////////////////////////////////
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//
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// Public constructors/destructors
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//
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AggregateDefClass (void);
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AggregateDefClass (RenderObjClass &base_model);
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AggregateDefClass (const AggregateDefClass &src);
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virtual ~AggregateDefClass (void);
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///////////////////////////////////////////////////////////
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//
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// Public operators
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//
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const AggregateDefClass &operator= (const AggregateDefClass &src);
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///////////////////////////////////////////////////////////
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//
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// Public methods
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//
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virtual WW3DErrorType Load_W3D (ChunkLoadClass &chunk_load);
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virtual WW3DErrorType Save_W3D (ChunkSaveClass &chunk_save);
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const char * Get_Name (void) const { return m_pName; }
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void Set_Name (const char *pname) { SAFE_FREE (m_pName); m_pName = ::_strdup (pname); }
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RenderObjClass * Create (void);
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AggregateDefClass * Clone (void) const { return new AggregateDefClass (*this); }
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//
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// Public accessors
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//
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ULONG Class_ID (void) const { return m_MiscInfo.OriginalClassID; }
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//
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// Initialization
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//
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void Initialize (RenderObjClass &base_model);
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protected:
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///////////////////////////////////////////////////////////
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//
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// Protected data types
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//
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typedef struct _TEXTURE_INFO
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{
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W3dTextureReplacerStruct names;
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IndirectTextureClass * pnew_texture;
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bool operator == (_TEXTURE_INFO &src) { return false; }
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bool operator != (_TEXTURE_INFO &src) { return true; }
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} TEXTURE_INFO;
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///////////////////////////////////////////////////////////
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//
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// Protected methods
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//
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//
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// Loading methods
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//
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virtual WW3DErrorType Read_Header (ChunkLoadClass &chunk_load);
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virtual WW3DErrorType Read_Info (ChunkLoadClass &chunk_load);
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virtual WW3DErrorType Read_Subobject (ChunkLoadClass &chunk_load);
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virtual WW3DErrorType Read_Class_Info (ChunkLoadClass &chunk_load);
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//
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// Saving methods
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//
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virtual WW3DErrorType Save_Header (ChunkSaveClass &chunk_save);
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virtual WW3DErrorType Save_Info (ChunkSaveClass &chunk_save);
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virtual WW3DErrorType Save_Subobject (ChunkSaveClass &chunk_save, W3dAggregateSubobjectStruct *psubobject);
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virtual WW3DErrorType Save_Class_Info (ChunkSaveClass &chunk_save);
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//
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// Creation methods
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//
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virtual void Attach_Subobjects (RenderObjClass &base_model);
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//
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// Search methods
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//
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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]);
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//
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// Misc. methods
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//
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virtual void Free_Subobject_List (void);
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virtual void Add_Subobject (const W3dAggregateSubobjectStruct &subobj_info);
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virtual bool Load_Assets (const char *asset_name);
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virtual RenderObjClass *Create_Render_Object (const char *passet_name);
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virtual bool Is_Object_In_List (const char *passet_name, DynamicVectorClass <RenderObjClass *> &node_list);
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virtual void Build_Subobject_List (RenderObjClass &original_model, RenderObjClass &model);
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private:
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///////////////////////////////////////////////////////////
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//
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// Private member data
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//
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DWORD m_Version;
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DynamicVectorClass<W3dAggregateSubobjectStruct *> m_SubobjectList;
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W3dAggregateInfoStruct m_Info;
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W3dAggregateMiscInfo m_MiscInfo;
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char * m_pName;
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// AggregatePrototypeClass
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//
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class AggregatePrototypeClass : public PrototypeClass
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{
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public:
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///////////////////////////////////////////////////////////
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//
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// Public constructors/destructors
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//
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AggregatePrototypeClass (AggregateDefClass *pdef) { m_pDefinition = pdef; }
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virtual ~AggregatePrototypeClass (void) { delete m_pDefinition; }
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///////////////////////////////////////////////////////////
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//
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// Public methods
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//
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virtual const char * Get_Name(void) const { return m_pDefinition->Get_Name (); }
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virtual int Get_Class_ID(void) const { return m_pDefinition->Class_ID (); }
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virtual RenderObjClass * Create (void) { return m_pDefinition->Create (); }
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virtual AggregateDefClass * Get_Definition (void) const { return m_pDefinition; }
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virtual void Set_Definition (AggregateDefClass *pdef) { m_pDefinition = pdef; }
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private:
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///////////////////////////////////////////////////////////
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//
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// Private member data
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//
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AggregateDefClass * m_pDefinition;
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// AggregateLoaderClass
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//
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class AggregateLoaderClass : public PrototypeLoaderClass
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{
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public:
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virtual int Chunk_Type (void) { return W3D_CHUNK_AGGREGATE; }
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virtual PrototypeClass * Load_W3D (ChunkLoadClass &chunk_load);
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};
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///////////////////////////////////////////////////////////////////////////////////
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//
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// Global variables
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//
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extern AggregateLoaderClass _AggregateLoader;
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#endif //__AGGREGATE_DEF_H
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