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CnC_Renegade/Code/Tools/LevelEdit/TerrainDefinition.cpp

240 lines
7.2 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/Tools/LevelEdit/TerrainDefinition.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/19/00 2:20p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "terraindefinition.h"
#include "simpledefinitionfactory.h"
#include "definitionclassids.h"
#include "definitionmgr.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "terrainnode.h"
//////////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x00000100,
CHUNKID_BASE_CLASS = 0x00000200,
};
enum
{
VARID_LOD_DIST = 0x01,
VARID_MODEL_NAME,
VARID_LIGHT_FILENAME
};
//////////////////////////////////////////////////////////////////////////////////
//
// Static factories
//
//////////////////////////////////////////////////////////////////////////////////
DECLARE_DEFINITION_FACTORY(TerrainDefinitionClass, CLASSID_TERRAIN, "Terrain") _TerrainDefFactory;
SimplePersistFactoryClass<TerrainDefinitionClass, CHUNKID_TERRAIN_DEF> _TerrainPersistFactory;
//////////////////////////////////////////////////////////////////////////////////
//
// TerrainDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
TerrainDefinitionClass::TerrainDefinitionClass (void)
: DefinitionClass ()
{
FILENAME_PARAM (TerrainDefinitionClass, m_ModelName, "Westwood 3D Files", ".w3d");
FILENAME_PARAM (TerrainDefinitionClass, m_LightFilename, "Westwood Light Database", ".wlt");
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// ~TerrainDefinitionClass
//
//////////////////////////////////////////////////////////////////////////////////
TerrainDefinitionClass::~TerrainDefinitionClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Get_Factory
//
//////////////////////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TerrainDefinitionClass::Get_Factory (void) const
{
return _TerrainPersistFactory;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save
//
//////////////////////////////////////////////////////////////////////////////////
bool
TerrainDefinitionClass::Save (ChunkSaveClass &csave)
{
bool retval = true;
csave.Begin_Chunk (CHUNKID_VARIABLES);
retval &= Save_Variables (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
retval &= DefinitionClass::Save (csave);
csave.End_Chunk ();
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load
//
//////////////////////////////////////////////////////////////////////////////////
bool
TerrainDefinitionClass::Load (ChunkLoadClass &cload)
{
bool retval = true;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_VARIABLES:
retval &= Load_Variables (cload);
break;
case CHUNKID_BASE_CLASS:
retval &= DefinitionClass::Load (cload);
break;
}
cload.Close_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Save_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
TerrainDefinitionClass::Save_Variables (ChunkSaveClass &csave)
{
bool retval = true;
//
// Write the list of distances to the chunk
//
for (int index = 0; index < m_DistanceList.Count (); index ++) {
uint32 distance = m_DistanceList[index];
//
// Create a new micro-chunk and write this data out to it.
//
csave.Begin_Micro_Chunk (VARID_LOD_DIST);
retval &= (csave.Write (&distance, sizeof (distance)) == sizeof (distance));
csave.End_Micro_Chunk ();
}
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_MODEL_NAME, m_ModelName)
WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_LIGHT_FILENAME, m_LightFilename)
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
//////////////////////////////////////////////////////////////////////////////////
bool
TerrainDefinitionClass::Load_Variables (ChunkLoadClass &cload)
{
bool retval = true;
// Start fresh
m_DistanceList.Delete_All ();
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
case VARID_LOD_DIST:
{
uint32 distance = 0;
retval &= (cload.Read (&distance, sizeof (distance)) == sizeof (distance));
m_DistanceList.Add (distance);
}
break;
READ_MICRO_CHUNK_WWSTRING (cload, VARID_MODEL_NAME, m_ModelName)
READ_MICRO_CHUNK_WWSTRING (cload, VARID_LIGHT_FILENAME, m_LightFilename)
}
cload.Close_Micro_Chunk ();
}
return retval;
}
//////////////////////////////////////////////////////////////////////////////////
//
// Create
//
//////////////////////////////////////////////////////////////////////////////////
PersistClass *
TerrainDefinitionClass::Create (void) const
{
return new TerrainNodeClass ();
}