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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 : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/mapmgr.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 1/31/02 1:48p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "mapmgr.h"
- #include "texture.h"
- #include "assetmgr.h"
- #include "saveload.h"
- //#define FORCE_DISABLE_VTOL // remove this to allow VTOL's on maps that allow VTOLs
- ///////////////////////////////////////////////////////////////////////
- // Global singleton instance
- ///////////////////////////////////////////////////////////////////////
- MapMgrClass _TheMapMgrSaveLoadSubsystem;
- ////////////////////////////////////////////////////////////////
- // Local constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_VARIABLES = 0x07020522,
- CHUNKID_SHROUD
- };
- enum
- {
- VARID_TEXTURE_NAME = 0x01,
- VARID_CENTER_POINT,
- VARID_SCALE,
- VARID_MAP_TITLE_ID,
- VARID_IS_PLAYER_MARKDER_VISIBLE,
- VARID_ENABLE_VTOL
- };
- ////////////////////////////////////////////////////////////////
- // Static member intialization
- ////////////////////////////////////////////////////////////////
- bool MapMgrClass::IsPlayerMarkerVisible = true;
- int MapMgrClass::MapTitleID = 0;
- StringClass MapMgrClass::MapTextureName;
- Vector2 MapMgrClass::MapCenterPoint (0, 0);
- Vector2 MapMgrClass::MapScale (0, 0);
- Vector2 MapMgrClass::MapSize (0, 0);
- uint32 MapMgrClass::CloudVector[CLOUD_VECTOR_SIZE] = { 0 };
- bool MapMgrClass::EnableVTOL = false;
- ////////////////////////////////////////////////////////////////
- //
- // Get_Map_Texture_Filename
- //
- ////////////////////////////////////////////////////////////////
- void
- MapMgrClass::Get_Map_Texture_Filename (StringClass &filename)
- {
- //
- // Strip off the path if necessary
- //
- filename = MapTextureName;
- char *dir_delimiter = ::strrchr (MapTextureName, '\\');
- if (dir_delimiter != NULL) {
- filename = (dir_delimiter + 1);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Set_Map_Texture
- //
- ////////////////////////////////////////////////////////////////
- void
- MapMgrClass::Set_Map_Texture (const char *filename)
- {
- //
- // Strip off the path if necessary
- //
- StringClass filename_only = filename;
- char *dir_delimiter = ::strrchr (filename, '\\');
- if (dir_delimiter != NULL) {
- filename_only = (dir_delimiter + 1);
- }
- //
- // Load the texture
- //
- TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (filename_only, TextureClass::MIP_LEVELS_1);
- if (texture != NULL) {
- //
- // Get the dimensions of the texture
- //
- // SurfaceClass::SurfaceDescription surface_desc;
- // texture->Get_Level_Description (surface_desc);
- // MapSize.X = surface_desc.Width;
- // MapSize.Y = surface_desc.Height;
- MapSize.X = texture->Get_Width();
- MapSize.Y = texture->Get_Height();
- //
- // Release our hold on the texture
- //
- REF_PTR_RELEASE (texture);
- }
- //
- // Cache the texture name
- //
- MapTextureName = filename;
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Save
- //
- ////////////////////////////////////////////////////////////////
- bool
- MapMgrClass::Save (ChunkSaveClass &csave)
- {
- //
- // Write the variables
- //
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, MapTextureName);
- WRITE_MICRO_CHUNK (csave, VARID_CENTER_POINT, MapCenterPoint);
- WRITE_MICRO_CHUNK (csave, VARID_SCALE, MapScale);
- WRITE_MICRO_CHUNK (csave, VARID_MAP_TITLE_ID, MapTitleID);
- WRITE_MICRO_CHUNK (csave, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
- WRITE_MICRO_CHUNK (csave, VARID_ENABLE_VTOL, EnableVTOL);
- csave.End_Chunk ();
- //
- // Write the current shroud
- //
- csave.Begin_Chunk (CHUNKID_SHROUD);
- int size = CLOUD_VECTOR_SIZE;
- csave.Write (&size, sizeof (size));
- csave.Write (CloudVector, sizeof (CloudVector));
- csave.End_Chunk ();
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load
- //
- ////////////////////////////////////////////////////////////////
- bool
- MapMgrClass::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;
- case CHUNKID_SHROUD:
- {
- //
- // Read the shroud vector from its chunk
- //
- int size = 0;
- cload.Read (&size, sizeof (size));
- if (size == CLOUD_VECTOR_SIZE) {
- cload.Read (CloudVector, sizeof (CloudVector));
- }
- break;
- }
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ////////////////////////////////////////////////////////////////
- void
- MapMgrClass::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, MapTextureName);
- READ_MICRO_CHUNK (cload, VARID_CENTER_POINT, MapCenterPoint);
- READ_MICRO_CHUNK (cload, VARID_SCALE, MapScale);
- READ_MICRO_CHUNK (cload, VARID_MAP_TITLE_ID, MapTitleID);
- READ_MICRO_CHUNK (cload, VARID_IS_PLAYER_MARKDER_VISIBLE, IsPlayerMarkerVisible);
- READ_MICRO_CHUNK (cload, VARID_ENABLE_VTOL, EnableVTOL);
- }
- cload.Close_Micro_Chunk ();
- }
- //
- // (gth) VTOL DISABLE! We are not going to let Modders make VTOL aircraft
- // until we release some levels with them. FORCE the EnableVTOL flag to
- // false for now. When we release some maps with orcas, then we patch
- // the game with this line of code removed and the mod people can make them
- // too.
- //
- #ifdef FORCE_DISABLE_VTOL
- EnableVTOL = false;
- #endif
- SaveLoadSystemClass::Register_Post_Load_Callback (this);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // On_Post_Load
- //
- ///////////////////////////////////////////////////////////////////////
- void
- MapMgrClass::On_Post_Load (void)
- {
- Set_Map_Texture (MapTextureName);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Clear_Cloud_Cells
- //
- ///////////////////////////////////////////////////////////////////////
- void
- MapMgrClass::Clear_Cloud_Cells (const Vector3 &pos, int pixel_radius)
- {
- if (MapSize.X <= 0 || MapSize.Y <= 0) {
- return ;
- }
- //
- // Calculate where (in map pixels) this position lies
- //
- float map_x_pos = MapCenterPoint.X + (pos.X * MapScale.X);
- float map_y_pos = MapCenterPoint.Y - (pos.Y * MapScale.Y);
- //
- // Determine what the min and max cells this region includes
- //
- int min_cell_x = int(((map_x_pos - pixel_radius) / MapSize.X) * CLOUD_WIDTH);
- int min_cell_y = int(((map_y_pos - pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
- int max_cell_x = int(((map_x_pos + pixel_radius) / MapSize.X) * CLOUD_WIDTH);
- int max_cell_y = int(((map_y_pos + pixel_radius) / MapSize.Y) * CLOUD_HEIGHT);
- //
- // Clear all the cells in this region
- //
- for (int cell_x = min_cell_x; cell_x <= max_cell_x; cell_x ++) {
- for (int cell_y = min_cell_y; cell_y <= max_cell_y; cell_y ++) {
- Clear_Cloud_Cell (cell_x, cell_y);
- }
- }
- return ;
- }
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