bb
157c6af18e
Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
/* Copyright (C) 2021 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 "MapIO.h"
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#include "ps/CStr.h"
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#include "ps/FileIo.h"
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#include <vector>
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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 WaterManager;
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class SkyManager;
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class CSimulation2;
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struct MapTrigger;
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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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CPostprocManager* pPostproc,
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CSimulation2* pSimulation2);
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};
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#endif
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