mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
313
Code/Combat/mapmgr.cpp
Normal file
313
Code/Combat/mapmgr.cpp
Normal file
@@ -0,0 +1,313 @@
|
||||
/*
|
||||
** 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 ;
|
||||
}
|
||||
Reference in New Issue
Block a user