192 lines
4.8 KiB
C++
192 lines
4.8 KiB
C++
/*************************/
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/*** Base Level Holder ***/
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/*************************/
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#ifndef __MKLEVEL_HEADER__
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#define __MKLEVEL_HEADER__
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#include <vector>
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#include <List.h>
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#include <FaceStore.h>
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#include "IniClass.h"
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// Map Editor header files
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#include "..\mapedit\LayerDef.h"
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#include "..\mapedit\ExportHdr.h"
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using namespace std;
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//***************************************************************************
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/*
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struct sMkLevelTex
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{
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int Set;
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int XOfs,YOfs;
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// u8 *RGB;
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int Flags;
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// int RChk,GChk,BChk;
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int TexID;
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bool operator ==(sMkLevelTex const &v1)
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{
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if (Set!=v1.Set) return(false);
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if (XOfs!=v1.XOfs) return(false);
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if (YOfs!=v1.YOfs) return(false);
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if (Flags!=v1.Flags) return(false);
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return(true);
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}
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};
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*/
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struct sMkLevelTex
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{
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// int Set;
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// int XOfs,YOfs;
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int Tile;
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int Flags;
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int TexID;
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bool operator ==(sMkLevelTex const &v1)
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{
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// if (Set!=v1.Set) return(false);
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// if (XOfs!=v1.XOfs) return(false);
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// if (YOfs!=v1.YOfs) return(false);
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if (Tile!=v1.Tile) return(false);
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if (Flags!=v1.Flags) return(false);
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return(true);
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}
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};
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//***************************************************************************
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struct sMkLevelModel
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{
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GString Name;
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int TriStart;
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int TriCount;
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bool operator ==(sMkLevelModel const &v1) {return(Name==v1.Name);}
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};
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//***************************************************************************
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struct sInfItem
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{
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GString Name;
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int Val;
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bool operator ==(sInfItem const &v1) {return(Name==v1.Name);}
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};
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//***************************************************************************
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struct sMkLevelLayerThing;
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class CMkLevelLayer;
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class CMkLevel
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{
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public:
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CMkLevel();
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~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);
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void LoadModels();
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int AddModel(GString &Filename);
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int AddModel(const char *Name,int TriStart,int TriCount);
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void Load();
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void Process();
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int AddTile3d(sExpLayerTile &Tile) {return(Tile3dList.Add(Tile));}
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int AddTile2d(sExpLayerTile &Tile) {return(Tile2dList.Add(Tile));}
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void AddInfItem(const char *Name,int Val);
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void Write();
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int Create2dTex(int Tile,int Flags);
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int Create3dTile(sExpLayerTile &ThisTile);
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// int FindRGBMatch(sMkLevelTex &ThisTex);
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// bool IsRGBSame(const sMkLevelTex &Tile0,const sMkLevelTex &Tile1);
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void MakeTexName(sExpTile &SrcTile,int Flags,GString &OutStr);
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int BuildTileTex(sExpTile &SrcTile,int Flags);
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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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protected:
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void BuildModel(CScene &ThisScene,GString &RootPath,int Node);
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CMkLevelLayer *FindLayer(int Type,int SubType);
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void LoadStrList(CList<GString> &List,char *TexPtr,int Count);
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void LoadTiles(sExpFileHdr *FileHdr);
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void LoadLayers(sExpFileHdr *FileHdr);
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void LoadLayer(sExpLayerHdr *LayerHdr);
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void PreProcessLayers();
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void ProcessTileBanks();
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void PreProcessTileBank2d();
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void ProcessTileBank2d();
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void PreProcessTileBank3d();
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void ProcessTileBank3d();
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void ProcessLayers();
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void SetUpTileUV(sTile2d &Out, sTexOutInfo &Info);
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void ProcessModels();
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void WriteLevel();
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void WriteLayers();
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int WriteLayer(int Type,int SubType,const char *LayerName);
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int WriteThings(int Type,const char *LayerName);
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int WriteModelList();
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int WriteTriList();
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int WriteQuadList();
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int WriteVtxList();
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void WriteTileBank();
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void CalcModelBBox(sMkLevelModel &ThisModel,sBBox &BBox);
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void BuildTiles();
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void WriteIncFile();
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void ExpTri2Face(sExpTri &In,CFace &Out,bool ImportTex=true);
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FILE *File;
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GString InFilename,InPath,LevelName,LevelFullName;
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GString OutName,OutIncName;
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GString AppDir;
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int TileW,TileH;
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CIni Config;
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CList<sExpTri> InTriList;
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CList<sExpTile> InTileList;
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CList<GString> InSetNameList;
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CList<GString> InTexNameList;
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CList<GString> UsedSetNameList;
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CList<GString> UsedTexNameList;
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CFaceStore OutFaceList;
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CList<sTile2d> OutTile2dList;
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CList<sTile3d> OutTile3dList;
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CList<sExpLayerTile> Tile2dList;
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CList<sExpLayerTile> Tile3dList;
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CList<sMkLevelTex> Tex2dList;
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CTexGrab TexGrab;
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CList<Frame> BmpList;
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vector<CMkLevelLayer*> LayerList;
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CList<sMkLevelModel> ModelList;
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CFaceStore ModelFaceList;
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sLevelHdr LevelHdr;
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sExpTri FlatFace[2];
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CList<sInfItem> InfList;
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};
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//***************************************************************************
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#endif
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