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https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
63 lines
1.6 KiB
C++
63 lines
1.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Terrain/TerrainArchive.h>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/World/World.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Base/ProgressHook.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/StaticArray.cpp>
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template class CDynamicArray<CBrush3D>;
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/*
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* Read from stream.
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*/
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void CTerrainArchive::Read_t( CTStream *istrFile) // throw char *
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{
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istrFile->ExpectID_t("TRAR"); // terrain archive
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INDEX ctTerrains;
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// read number of terrains
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(*istrFile)>>ctTerrains;
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// if there are some terrains
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if (ctTerrains!=0) {
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// create that much terrains
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CTerrain *atrBrushes = ta_atrTerrains.New(ctTerrains);
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// for each of the new terrains
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for (INDEX iTerrain=0; iTerrain<ctTerrains; iTerrain++) {
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// read it from stream
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CallProgressHook_t(FLOAT(iTerrain)/ctTerrains);
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ta_atrTerrains[iTerrain].Read_t(istrFile);
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}
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}
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istrFile->ExpectID_t("EOTA"); // end of terrain archive
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}
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/*
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* Write to stream.
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*/
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void CTerrainArchive::Write_t( CTStream *ostrFile) // throw char *
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{
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ostrFile->WriteID_t("TRAR"); // terrain archive
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// write the number of terrains
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(*ostrFile)<<ta_atrTerrains.Count();
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// for each of the terrains
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FOREACHINDYNAMICARRAY(ta_atrTerrains, CTerrain, ittr) {
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// write it to stream
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ittr->Write_t(ostrFile);
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}
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ostrFile->WriteID_t("EOTA"); // end of terrain archive
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}
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