219 lines
6.2 KiB
C++
219 lines
6.2 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/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** 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 ;
|
|
}
|