leper
343066040f
Remove commented out code writing triggers that has nothing to do with the actual triggers implementation. Free memory that was allocated for error reporting when when fork() fails. Remove dead initialization. This was SVN commit r15477.
72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
/* Copyright (C) 2014 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_MAPWRITER
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#define INCLUDED_MAPWRITER
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#include <vector>
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#include <list>
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#include "MapIO.h"
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#include "ps/CStr.h"
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#include "ps/FileIo.h"
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class CLightEnv;
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class CTerrain;
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class CCamera;
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class CCinemaManager;
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class CPostprocManager;
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class CTriggerManager;
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class WaterManager;
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class SkyManager;
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class CSimulation2;
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struct MapTrigger;
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struct MapTriggerGroup;
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class XMLWriter_File;
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class CMapWriter : public CMapIO
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{
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public:
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// constructor
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CMapWriter();
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// SaveMap: try to save the current map to the given file
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void SaveMap(const VfsPath& pathname, CTerrain* pTerr,
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WaterManager* pWaterMan, SkyManager* pSkyMan,
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CLightEnv* pLightEnv, CCamera* pCamera,
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CCinemaManager* pCinema, CPostprocManager* pPostproc,
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CSimulation2* pSimulation2);
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private:
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// PackMap: pack the current world into a raw data stream
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void PackMap(CFilePacker& packer, CTerrain* pTerrain);
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// PackTerrain: pack the terrain onto the end of the data stream
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void PackTerrain(CFilePacker& packer, CTerrain* pTerrain);
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// EnumTerrainTextures: build lists of textures used by map, and indices into this list
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// for each tile on the terrain
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void EnumTerrainTextures(CTerrain* pTerrain, std::vector<CStr>& textures,
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std::vector<STileDesc>& tileIndices);
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// WriteXML: output some other data (entities, etc) in XML format
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void WriteXML(const VfsPath& pathname, WaterManager* pWaterMan,
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SkyManager* pSkyMan, CLightEnv* pLightEnv, CCamera* pCamera,
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CCinemaManager* pCinema, CPostprocManager* pPostproc,
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CSimulation2* pSimulation2);
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};
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#endif
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