Пример #1
0
bool C4MaterialMap::CrossMapMaterials(const char* szEarthMaterial) // Called after load
{
	// Check material number
	if (::MaterialMap.Num>C4MaxMaterial)
		{ LogFatal(LoadResStr("IDS_PRC_TOOMANYMATS")); return false; }
	// build reaction function map
	delete [] ppReactionMap;
	typedef C4MaterialReaction * C4MaterialReactionPtr;
	ppReactionMap = new C4MaterialReactionPtr[(Num+1)*(Num+1)];
	for (int32_t iMatPXS=-1; iMatPXS<Num; iMatPXS++)
	{
		C4Material *pMatPXS = (iMatPXS+1) ? Map+iMatPXS : NULL;
		for (int32_t iMatLS=-1; iMatLS<Num; iMatLS++)
		{
			C4MaterialReaction *pReaction = NULL;
			C4Material *pMatLS  = ( iMatLS+1) ? Map+ iMatLS : NULL;
			// natural stuff: material conversion here?
			if (pMatPXS && pMatPXS->sInMatConvert.getLength() && SEqualNoCase(pMatPXS->sInMatConvert.getData(), pMatLS ? pMatLS->Name : C4TLS_MatSky))
				pReaction = &DefReactConvert;
			// non-sky reactions
			else if (pMatPXS && pMatLS)
			{
				// incindiary vs extinguisher
				if ((pMatPXS->Incendiary && pMatLS->Extinguisher) || (pMatPXS->Extinguisher && pMatLS->Incendiary))
					pReaction = &DefReactPoof;
				// incindiary vs inflammable
				else if ((pMatPXS->Incendiary && pMatLS->Inflammable) || (pMatPXS->Inflammable && pMatLS->Incendiary))
					pReaction = &DefReactIncinerate;
				// corrosive vs corrode
				else if (pMatPXS->Corrosive && pMatLS->Corrode)
					pReaction = &DefReactCorrode;
				// liquid hitting liquid or solid: Material insertion
				else if (DensityLiquid(MatDensity(iMatPXS)) && DensitySemiSolid(MatDensity(iMatLS)))
					pReaction = &DefReactInsert;
				// solid hitting solid: Material insertion
				else if (DensitySolid(MatDensity(iMatPXS)) && DensitySolid(MatDensity(iMatLS)))
					pReaction = &DefReactInsert;
			}
			// assign the function; or NULL for no reaction
			SetMatReaction(iMatPXS, iMatLS, pReaction);
		}
	}
	// reset max shape size
	max_shape_width=max_shape_height=0;
	// material-specific initialization
	int32_t cnt;
	for (cnt=0; cnt<Num; cnt++)
	{
		C4Material *pMat = Map+cnt;
		const char *szTextureOverlay = NULL;
		// newgfx: init pattern
		if (Map[cnt].sTextureOverlay.getLength())
			if (::TextureMap.GetTexture(Map[cnt].sTextureOverlay.getLength()))
			{
				szTextureOverlay = Map[cnt].sTextureOverlay.getData();
				// backwards compatibility: if a pattern was specified although the no-pattern flag was set, overwrite that flag
				if (Map[cnt].OverlayType & C4MatOv_None)
				{
					DebugLogF("Error in overlay of material %s: Flag C4MatOv_None ignored because a custom overlay (%s) was specified!", Map[cnt].Name, szTextureOverlay);
					Map[cnt].OverlayType &= ~C4MatOv_None;
				}
			}
		// default to first texture in texture map
		int iTexMapIx;
		if (!szTextureOverlay && (iTexMapIx = ::TextureMap.GetIndex(Map[cnt].Name, NULL, false)))
			szTextureOverlay = TextureMap.GetEntry(iTexMapIx)->GetTextureName();
		// default to smooth
		if (!szTextureOverlay)
			szTextureOverlay = "none";
		// search/create entry in texmap
		Map[cnt].DefaultMatTex = ::TextureMap.GetIndex(Map[cnt].Name, szTextureOverlay, true,
		                         FormatString("DefaultMatTex of mat %s", Map[cnt].Name).getData());
		// init PXS facet
		C4Surface * sfcTexture;
		C4Texture * Texture;
		if (Map[cnt].sPXSGfx.getLength())
			if ((Texture=::TextureMap.GetTexture(Map[cnt].sPXSGfx.getData())))
				if ((sfcTexture=Texture->Surface32))
					Map[cnt].PXSFace.Set(sfcTexture, Map[cnt].PXSGfxRt.x, Map[cnt].PXSGfxRt.y, Map[cnt].PXSGfxRt.Wdt, Map[cnt].PXSGfxRt.Hgt);
		// evaluate reactions for that material
		for (unsigned int iRCnt = 0; iRCnt < pMat->CustomReactionList.size(); ++iRCnt)
		{
			C4MaterialReaction *pReact = &(pMat->CustomReactionList[iRCnt]);
			if (pReact->sConvertMat.getLength()) pReact->iConvertMat = Get(pReact->sConvertMat.getData()); else pReact->iConvertMat = -1;
			// evaluate target spec
			int32_t tmat;
			if (MatValid(tmat=Get(pReact->TargetSpec.getData())))
			{
				// single material target
				if (pReact->fInverseSpec)
					for (int32_t cnt2=-1; cnt2<Num; cnt2++) {
						if (cnt2!=tmat)
							SetMatReaction(cnt, cnt2, pReact);
						else
							SetMatReaction(cnt, tmat, pReact);
					}
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "All"))
			{
				// add to all materials, including sky
				if (!pReact->fInverseSpec) for (int32_t cnt2=-1; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Solid"))
			{
				// add to all solid materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "SemiSolid"))
			{
				// add to all semisolid materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (DensitySemiSolid(Map[cnt2].Density) != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Background"))
			{
				// add to all BG materials, including sky
				if (!pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Density != pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Sky"))
			{
				// add to sky
				if (!pReact->fInverseSpec)
					SetMatReaction(cnt, -1, pReact);
				else
					for (int32_t cnt2=0; cnt2<Num; cnt2++) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Incendiary") || SEqualNoCase(pReact->TargetSpec.getData(), "Incindiary"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Incendiary == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Extinguisher"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Extinguisher == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Inflammable"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Inflammable == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrosive"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrosive == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
			else if (SEqualNoCase(pReact->TargetSpec.getData(), "Corrode"))
			{
				// add to all incendiary materials
				if (pReact->fInverseSpec) SetMatReaction(cnt, -1, pReact);
				for (int32_t cnt2=0; cnt2<Num; cnt2++) if (!Map[cnt2].Corrode == pReact->fInverseSpec) SetMatReaction(cnt, cnt2, pReact);
			}
		}
	}
	// second loop (DefaultMatTex is needed by GetIndexMatTex)
	for (cnt=0; cnt<Num; cnt++)
	{
		if (Map[cnt].sBlastShiftTo.getLength())
			Map[cnt].BlastShiftTo=::TextureMap.GetIndexMatTex(Map[cnt].sBlastShiftTo.getData(), NULL, true, FormatString("BlastShiftTo of mat %s", Map[cnt].Name).getData());
		if (Map[cnt].sInMatConvertTo.getLength())
			Map[cnt].InMatConvertTo=Get(Map[cnt].sInMatConvertTo.getData());
		if (Map[cnt].sBelowTempConvertTo.getLength())
			Map[cnt].BelowTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sBelowTempConvertTo.getData(), NULL, true, FormatString("BelowTempConvertTo of mat %s", Map[cnt].Name).getData());
		if (Map[cnt].sAboveTempConvertTo.getLength())
			Map[cnt].AboveTempConvertTo=::TextureMap.GetIndexMatTex(Map[cnt].sAboveTempConvertTo.getData(), NULL, true, FormatString("AboveTempConvertTo of mat %s", Map[cnt].Name).getData());
	}

	// Get hardcoded system material indices
	const C4TexMapEntry* earth_entry = ::TextureMap.GetEntry(::TextureMap.GetIndexMatTex(szEarthMaterial));
	if(!earth_entry)
		{ LogFatal(FormatString("Earth material \"%s\" not found!", szEarthMaterial).getData()); return false; }

	MVehic     = Get("Vehicle");     MCVehic     = Mat2PixColDefault(MVehic);
	MHalfVehic = Get("HalfVehicle"); MCHalfVehic = Mat2PixColDefault(MHalfVehic);
	MTunnel    = Get("Tunnel");
	MWater     = Get("Water");
	MEarth     = Get(earth_entry->GetMaterialName());

	if ((MVehic==MNone) || (MTunnel==MNone))
		{ LogFatal(LoadResStr("IDS_PRC_NOSYSMATS")); return false; }

	return true;
}
Пример #2
0
void C4MapScriptMatTexMask::UnmaskSpec(C4String *spec)
{
	// Mask all indices of material-texture definitions
	// Possible definitions:
	// Material-Texture - Given material-texture combination (both sky and tunnel background)
	// Material         - All defined default textures of given material
	// *                - All materials including sky
	// Sky              - Index C4M_MaxTexIndex
	// Transparent      - Index 0
	// Background       - All tunnel materials plus sky
	// Liquid           - All liquid materials
	// Solid            - All solid materials
	// Possible modifiers:
	// ^Material        - Given material only with sky background
	// &Material        - Given material only with tunnel background
	// ~Material        - Inverse of given definition; i.e. everything except Material
	if (!spec || !spec->GetCStr()) return;
	const char *cspec = spec->GetCStr();
	bool invert=false, bgsky=false, bgtunnel=false, prefix_done=false;
	while (*cspec)
	{
		switch (*cspec)
		{
		case '~': invert=!invert; break;
		case '^': bgsky=true; break;
		case '&': bgtunnel=true; break;
		default: prefix_done=true; break;
		}
		if (prefix_done) break;
		++cspec;
	}
	std::vector<bool> mat_mask(C4M_MaxTexIndex+1, false);
	if (SEqual(cspec, DrawFn_Transparent_Name))
	{
		// "Transparent" is zero index. Force to non-IFT
		mat_mask[0] = true;
	}
	else if (SEqual(cspec, DrawFn_Sky_Name))
	{
		// Sky material
		mat_mask[C4M_MaxTexIndex] = true;
	}
	else if (SEqual(cspec, DrawFn_Background_Name))
	{
		// All background materials
		for (int32_t i=1; i<C4M_MaxTexIndex; ++i) if (!DensitySemiSolid(Landscape.GetPixDensity(i))) mat_mask[i] = true;
		// Background includes sky
		mat_mask[C4M_MaxTexIndex] = true;
	}
	else if (SEqual(cspec, DrawFn_Liquid_Name))
	{
		// All liquid materials
		for (int32_t i=1; i<C4M_MaxTexIndex; ++i) if (DensityLiquid(Landscape.GetPixDensity(i))) mat_mask[i] = true;
	}
	else if (SEqual(cspec, DrawFn_Solid_Name))
	{
		// All solid materials
		for (int32_t i=1; i<C4M_MaxTexIndex; ++i) if (DensitySolid(Landscape.GetPixDensity(i))) mat_mask[i] = true;
	}
	else if (SEqual(cspec, "*"))
	{
		// All materials
		for (int32_t i=1; i<C4M_MaxTexIndex; ++i) mat_mask[i] = true;
		// Including sky
		mat_mask[C4M_MaxTexIndex] = true;
	}
	else
	{
		// Specified material
		if (SCharCount('-', cspec))
		{
			// Material+Texture
			int32_t col = ::MapScript.pTexMap->GetIndexMatTex(cspec, NULL, false);
			if (col) mat_mask[col] = true;
		}
		else
		{
			// Only material: Mask all textures of this material
			int32_t mat = ::MapScript.pMatMap->Get(cspec);
			if (mat!=MNone)
			{
				const char *tex_name;
				int32_t col;
				for (int32_t itex=0; (tex_name=::MapScript.pTexMap->GetTexture(itex)); itex++)
					if ((col = ::MapScript.pTexMap->GetIndex(cspec,tex_name,false)))
						mat_mask[col] = true;
			}
		}
	}

	// 'OR' spec onto this->sky_mask and this->tunnel_mask. Apply bgsky, bgtunnel and invert.
	for (int32_t i=0; i<C4M_MaxTexIndex + 1; ++i)
	{
		if ((mat_mask[i] && (bgsky || !bgtunnel)) != invert)
			sky_mask[i] = true;
		if ((mat_mask[i] && (!bgsky || bgtunnel)) != invert)
			tunnel_mask[i] = true;
	}
}