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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 : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/TerrainSectionPersist.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/29/01 12:17p $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __TERRAIN_SECTION_PERSIST_H
- #define __TERRAIN_SECTION_PERSIST_H
- #include "bittype.h"
- #include "vector3.h"
- #include "wwstring.h"
- #include "vector.h"
- ////////////////////////////////////////////////////////////////////////////
- // Forward declarations
- ////////////////////////////////////////////////////////////////////////////
- class NodeClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- class TerrainSectionPersistClass;
- class TerrainNodeClass;
- ////////////////////////////////////////////////////////////////////////////
- //
- // TerrainSectionPersistListClass
- //
- ////////////////////////////////////////////////////////////////////////////
- class TerrainSectionPersistListClass : public DynamicVectorClass<TerrainSectionPersistClass *>
- {
- public:
- //////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////
- virtual ~TerrainSectionPersistListClass (void) { Free_List (); }
- //////////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////////
- void Build_List (DynamicVectorClass<NodeClass *> &node_list);
- void Assign_Section_IDs (TerrainNodeClass *node);
- void Initialize_Virgin_Sections (void);
- void Free_List (void);
- void Save (ChunkSaveClass &csave);
- void Load (ChunkLoadClass &cload);
- private:
- //////////////////////////////////////////////////////////////////
- // Private member data
- //////////////////////////////////////////////////////////////////
- DynamicVectorClass<NodeClass *> m_VirginSections;
- };
- ////////////////////////////////////////////////////////////////////////////
- //
- // TerrainSectionPersistClass
- //
- ////////////////////////////////////////////////////////////////////////////
- class TerrainSectionPersistClass
- {
- public:
-
- //////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////
- TerrainSectionPersistClass (void);
- virtual ~TerrainSectionPersistClass (void);
- //////////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////////
-
- //
- // Initialization
- //
- void Initialize (NodeClass *node);
- void Apply (NodeClass *node);
- void Initialize_Virgin_Sections (void) { m_TerrainSectionInfo.Initialize_Virgin_Sections (); }
- //
- // Save/load stuff
- //
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- //
- // Accessors
- //
- const Vector3 & Get_Position (void) const { return m_Position; }
- uint32 Get_Def_ID (void) const { return m_DefinitionID; }
- int Get_Instance_ID (void) const { return m_InstanceID; }
- uint32 Get_Vis_Obj_ID (void) const { return m_VisObjectID; }
- uint32 Get_Vis_Sector_ID (void) const { return m_VisSectorID; }
- uint32 Get_Cull_Link (void) const { return m_CullLink; }
- const StringClass & Get_Name (void) const { return m_Name; }
- protected:
- //////////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////////
- bool Save_Variables (ChunkSaveClass &csave);
- bool Load_Variables (ChunkLoadClass &cload);
- private:
- //////////////////////////////////////////////////////////////////
- // Private member data
- //////////////////////////////////////////////////////////////////
- Vector3 m_Position;
- uint32 m_DefinitionID;
- int m_InstanceID;
- uint32 m_VisObjectID;
- uint32 m_VisSectorID;
- uint32 m_CullLink;
- StringClass m_Name;
- TerrainSectionPersistListClass m_TerrainSectionInfo;
- };
- #endif //__TERRAIN_SECTION_PERSIST_H
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