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CnC_Renegade/Code/wwphys/terrainmaterial.cpp

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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/>.
*/
/***********************************************************************************************
*** 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/wwphys/terrainmaterial.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/08/02 2:52p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "terrainmaterial.h"
#include "texture.h"
#include "assetmgr.h"
#include "chunkio.h"
#include "w3d_file.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x02261040,
};
enum
{
VARID_XXXXXXX_XXXX = 0x01,
VARID_METERS_PER_TILE,
VARID_TEXTURE_NAME,
VARID_MIRRORED_UVS,
VARID_SURFACE_TYPE,
};
//////////////////////////////////////////////////////////////////////
//
// TerrainMaterialClass
//
//////////////////////////////////////////////////////////////////////
TerrainMaterialClass::TerrainMaterialClass (void) :
Texture (NULL),
MetersPerTile (10.0F),
SurfaceType (0),
AreUVsMirrored (false)
{
return ;
}
//////////////////////////////////////////////////////////////////////
//
// ~TerrainMaterialClass
//
//////////////////////////////////////////////////////////////////////
TerrainMaterialClass::~TerrainMaterialClass (void)
{
//
// Release the texture
//
REF_PTR_RELEASE (Texture);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Set_Texture
//
//////////////////////////////////////////////////////////////////////
void
TerrainMaterialClass::Set_Texture (const char *texture_name)
{
//
// Release the old texture
//
REF_PTR_RELEASE (Texture);
//
// Load the new texture
//
TextureName = texture_name;
#ifndef PARAM_EDITING_ON
const char *dir_delim = ::strrchr (texture_name, '\\');
if (dir_delim != NULL) {
TextureName = dir_delim + 1;
}
#endif
Texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TextureName);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////
void
TerrainMaterialClass::Set_Surface_Type (int type)
{
if ((type >= 0) && (type < SURFACE_TYPE_MAX)) {
SurfaceType = type;
}
}
//////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////
bool
TerrainMaterialClass::Save (ChunkSaveClass &csave)
{
//
// Write the variables
//
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, TextureName);
WRITE_MICRO_CHUNK (csave, VARID_METERS_PER_TILE, MetersPerTile);
WRITE_MICRO_CHUNK (csave, VARID_MIRRORED_UVS, AreUVsMirrored);
WRITE_MICRO_CHUNK (csave, VARID_SURFACE_TYPE, SurfaceType);
csave.End_Chunk ();
return true;
}
//////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////
bool
TerrainMaterialClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
//
// Load all the variables from this chunk
//
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
//
// Load the texture into memory
//
Set_Texture (TextureName);
return true;
}
////////////////////////////////////////////////////////////////
//
// Load_Variables
//
////////////////////////////////////////////////////////////////
void
TerrainMaterialClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
//
// Read each of the microchunks
//
READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, TextureName);
READ_MICRO_CHUNK (cload, VARID_METERS_PER_TILE, MetersPerTile);
READ_MICRO_CHUNK (cload, VARID_MIRRORED_UVS, AreUVsMirrored);
READ_MICRO_CHUNK (cload, VARID_SURFACE_TYPE, SurfaceType);
}
cload.Close_Micro_Chunk ();
}
//
// Enforcing that the surface type is valid; the game will assert this later otherwise...
// Also fixed it on the editor side, surface types are initialized to zero.
//
if ((SurfaceType < 0) || (SurfaceType >= SURFACE_TYPE_MAX)) {
SurfaceType = 0;
}
return ;
}