/*************************/ /*** Base Level Holder ***/ /*************************/ #ifndef __MKLEVEL_HEADER__ #define __MKLEVEL_HEADER__ #include #include #include #include "IniClass.h" // Map Editor header files #include "..\mapedit\LayerDef.h" #include "..\mapedit\ExportHdr.h" using namespace std; //*************************************************************************** /* struct sMkLevelTex { int Set; int XOfs,YOfs; // u8 *RGB; int Flags; // int RChk,GChk,BChk; int TexID; bool operator ==(sMkLevelTex const &v1) { if (Set!=v1.Set) return(false); if (XOfs!=v1.XOfs) return(false); if (YOfs!=v1.YOfs) return(false); if (Flags!=v1.Flags) return(false); return(true); } }; */ struct sMkLevelTex { // int Set; // int XOfs,YOfs; int Tile; int Flags; int TexID; bool operator ==(sMkLevelTex const &v1) { // if (Set!=v1.Set) return(false); // if (XOfs!=v1.XOfs) return(false); // if (YOfs!=v1.YOfs) return(false); if (Tile!=v1.Tile) return(false); if (Flags!=v1.Flags) return(false); return(true); } }; //*************************************************************************** struct sMkLevelModel { GString Name; int TriStart; int TriCount; bool operator ==(sMkLevelModel const &v1) {return(Name==v1.Name);} }; //*************************************************************************** struct sInfItem { GString Name; int Val; bool operator ==(sInfItem const &v1) {return(Name==v1.Name);} }; //*************************************************************************** struct sMkLevelLayerThing; class CMkLevelLayer; class CMkLevel { public: CMkLevel(); ~CMkLevel(); void SetAppDir(const char *Path); void Init(const char *InFilename,const char *OutFilename,const char *IncDir,int TPBase,int TPW,int TPH); void LoadModels(); int AddModel(GString &Filename); int AddModel(const char *Name,int TriStart,int TriCount); void Load(); void Process(); int AddTile3d(sExpLayerTile &Tile) {return(Tile3dList.Add(Tile));} int AddTile2d(sExpLayerTile &Tile) {return(Tile2dList.Add(Tile));} void AddInfItem(const char *Name,int Val); void Write(); int Create2dTex(int Tile,int Flags); int Create3dTile(sExpLayerTile &ThisTile); // int FindRGBMatch(sMkLevelTex &ThisTex); // bool IsRGBSame(const sMkLevelTex &Tile0,const sMkLevelTex &Tile1); void MakeTexName(sExpTile &SrcTile,int Flags,GString &OutStr); int BuildTileTex(sExpTile &SrcTile,int Flags); char *GetConfigStr(const char *Grp,const char *Key) {return(Config.GetStr(Grp,Key));} int GetConfigInt(const char *Grp,const char *Key) {return(Config.GetInt(Grp,Key));} CIni &GetConfig() {return(Config);} CTexGrab &GetTexGrab() {return(TexGrab);} void SetStart(int X,int Y) {LevelHdr.PlayerStartX=X; LevelHdr.PlayerStartY=Y;} protected: void BuildModel(CScene &ThisScene,GString &RootPath,int Node); CMkLevelLayer *FindLayer(int Type,int SubType); void LoadStrList(CList &List,char *TexPtr,int Count); void LoadTiles(sExpFileHdr *FileHdr); void LoadLayers(sExpFileHdr *FileHdr); void LoadLayer(sExpLayerHdr *LayerHdr); void PreProcessLayers(); void ProcessTileBanks(); void PreProcessTileBank2d(); void ProcessTileBank2d(); void PreProcessTileBank3d(); void ProcessTileBank3d(); void ProcessLayers(); void SetUpTileUV(sTile2d &Out, sTexOutInfo &Info); void ProcessModels(); void WriteLevel(); void WriteLayers(); int WriteLayer(int Type,int SubType,const char *LayerName); int WriteThings(int Type,const char *LayerName); int WriteModelList(); int WriteTriList(); int WriteQuadList(); int WriteVtxList(); void WriteTileBank(); void CalcModelBBox(sMkLevelModel &ThisModel,sBBox &BBox); void BuildTiles(); void WriteIncFile(); void ExpTri2Face(sExpTri &In,CFace &Out,bool ImportTex=true); FILE *File; GString InFilename,InPath,LevelName,LevelFullName; GString OutName,OutIncName; GString AppDir; int TileW,TileH; CIni Config; CList InTriList; CList InTileList; CList InSetNameList; CList InTexNameList; CList UsedSetNameList; CList UsedTexNameList; CFaceStore OutFaceList; CList OutTile2dList; CList OutTile3dList; CList Tile2dList; CList Tile3dList; CList Tex2dList; CTexGrab TexGrab; CList BmpList; vector LayerList; CList ModelList; CFaceStore ModelFaceList; sLevelHdr LevelHdr; sExpTri FlatFace[2]; CList InfList; }; //*************************************************************************** #endif