SBSPSS/Utils/MkLevel/MkLevel.h

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/*************************/
/*** Base Level Holder ***/
/*************************/
#ifndef __MKLEVEL_HEADER__
#define __MKLEVEL_HEADER__
#include <vector>
#include <List.h>
#include <FaceStore.h>
#include "IniClass.h"
// Map Editor header files
#include "..\mapedit\LayerDef.h"
#include "..\mapedit\ExportHdr.h"
using namespace std;
//***************************************************************************
struct sMkLevelTex
{
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int Tile;
int Flags;
int TexID;
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int Height;
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bool operator ==(sMkLevelTex const &v1) {return(Tile==v1.Tile && Flags==v1.Flags && Height==v1.Height);}
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};
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//***************************************************************************
struct sInfItem
{
GString Name;
int Val;
bool operator ==(sInfItem const &v1) {return(Name==v1.Name);}
};
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//***************************************************************************
struct sUsedTile2d
{
int Tile;
int Flags;
int TexID;
bool operator ==(sUsedTile2d const &v1) {return(Tile==v1.Tile && Flags==v1.Flags);}
};
//***************************************************************************
struct sUsedTile3d
{
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int Tile;
int Flags;
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bool operator ==(sUsedTile3d const &v1) {return(Tile==v1.Tile);}
};
struct sOutElem3d
{
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bool LocalGeom;
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bool Model;
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sElem3d Elem3d;
CFaceStore FaceStore;
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// CList<u16> LocalVtxIdxList;
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// int LocalVtxIdxStart;
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int LocalVtxIdxCount;
int OTOfs;
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};
//***************************************************************************
struct sMkLevelModel
{
GString Name;
int TriStart,TriCount;
u16 ElemID;
bool operator ==(sMkLevelModel const &v1) {return(Name==v1.Name);}
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};
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//***************************************************************************
struct sMkLevelLayerThing;
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class CMkLevelLayer;
class CMkLevel
{
public:
CMkLevel();
~CMkLevel();
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void SetAppDir(const char *Path);
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void Init(const char *InFilename,const char *OutFilename,const char *IncDir,int TPBase,int TPW,int TPH,int PakW,int PakH,bool LocalGeom,float SnapThesh);
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void LoadModels();
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int AddModel(const char *Name,int TriStart,int TriCount);
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void Load();
void Process();
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int AddTile2d(sExpLayerTile &Tile);
int AddTile3d(sExpLayerTile &Tile);
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void AddInfItem(const char *Name,int Val);
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void Write();
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int Create2dTile(int Tile,int Flags,int Height);
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int Create3dTile(int Tile,int Flags);
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void MakeTexName(sExpTile &SrcTile,int Flags,GString &OutStr);
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int BuildTileTex(sExpTile &SrcTile,int Flags,int Height);
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char *GetConfigStr(const char *Grp,const char *Key) {return(Config.GetStr(Grp,Key));}
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int GetConfigInt(const char *Grp,const char *Key) {return(Config.GetInt(Grp,Key));}
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CIni &GetConfig() {return(Config);}
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CTexGrab &GetTexGrab() {return(TexGrab);}
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void SetStart(int X,int Y) {LevelHdr.PlayerStartX=X; LevelHdr.PlayerStartY=Y;}
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void GetPakWH(int &W,int &H) {W=PakW; H=PakH;}
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protected:
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void BuildModel(CScene &ThisScene,GString &RootPath,int Node);
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int Create3dElem(int TriCount,int TriStart,bool Local,bool IsTile,int OtOfs);
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int Create2dElem(int Tile,bool Local);
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CMkLevelLayer *FindLayer(int Type,int SubType);
void LoadStrList(CList<GString> &List,char *TexPtr,int Count);
void LoadTiles(sExpFileHdr *FileHdr);
void LoadLayers(sExpFileHdr *FileHdr);
void LoadLayer(sExpLayerHdr *LayerHdr);
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void SnapTiles();
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void AddDefVtx(vector<sVtx> &VtxList);
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void PreProcessLayers();
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void ProcessElemBanks();
void PreProcessElemBank2d();
void ProcessElemBank2d();
void PreProcessElemBank3d();
void ProcessElemBank3d();
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void ProcessElem3d(sOutElem3d &ThisElem);
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void ProcessLayers();
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void SetUpTileUV(sElem2d &Out, sTexOutInfo &Info);
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void PreProcessModels();
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void ProcessModels();
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void WriteLevel();
void WriteLayers();
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int WriteLayer(int Type,int SubType,bool Warn=false);
int WriteThings(int Type,bool Warn=false);
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int WriteModelList();
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int WriteTriList();
int WriteQuadList();
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int WriteVtxList();
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void WriteElemBanks();
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void BuildTiles();
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void WriteIncFile();
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void ReportLayers();
char *GetLayerName(int Type,int SubType);
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void ExpTri2Face(sExpTri &In,CFace &Out,bool ImportTex=true);
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void CalcOtOfs(vector<sTri> &TList,vector<sVtx> &VtxList,int Start,int Count);
void CalcOtOfs(vector<sQuad> &TList,vector<sVtx> &VtxList,int Start,int Count);
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FILE *File;
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GString InFilename,InPath,LevelName,LevelFullName;
GString OutName,OutIncName;
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GString AppDir;
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int TileW,TileH;
CIni Config;
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CList<sExpTri> InTriList;
CList<sExpTile> InTileList;
CList<GString> InSetNameList;
CList<GString> InTexNameList;
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CList<sElem2d> OutElem2d;
CList<sOutElem3d> OutElem3d;
CList<sUsedTile2d> UsedTile2dList;
CList<sUsedTile3d> UsedTile3dList;
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CList<sMkLevelTex> Tex2dList;
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CTexGrab TexGrab;
CList<Frame> BmpList;
vector<CMkLevelLayer*> LayerList;
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CList<sMkLevelModel> ModelList;
CFaceStore ModelFaceList;
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sLevelHdr LevelHdr;
sExpTri FlatFace[2];
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CList<sInfItem> InfList;
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int PakW,PakH;
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bool LocalGeom;
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float SnapThresh;
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vector<sTri> OutTriList;
vector<sQuad> OutQuadList;
vector<sVtx> OutVtxList;
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vector<u16> OutLocalVtxIdxList;
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};
//***************************************************************************
#endif