/* ************************ Copyright Terrain Experts Inc. Terrain Experts Inc (TERREX) reserves all rights to this source code unless otherwise specified in writing by the President of TERREX. This copyright may be updated in the future, in which case that version supercedes this one. ------------------- Terrex Experts Inc. 4400 East Broadway #314 Tucson, AZ 85711 info@terrex.com Tel: (520) 323-7990 ************************ */ #include #include #include #define OLDMODELSTYLE /* trpage_model.cpp This source file contains the methods trpgModel and trpgModelTable. You should only modify this code if you want to add data to these classes. */ #include #include /* Write Model class Represents a model reference. */ trpgModel::trpgModel() { name = NULL; type = External; useCount = 0; diskRef = -1; handle = -1; writeHandle = false; } trpgModel::trpgModel(const trpgModel &in): trpgReadWriteable(in) { if (in.name) { name = new char[strlen(in.name)+1]; strcpy(name,in.name); } else name = NULL; type=in.type; useCount=in.useCount; diskRef=in.diskRef; handle = in.handle; writeHandle = in.writeHandle; } // Reset function void trpgModel::Reset() { if (name) delete [] name; name = NULL; useCount = 0; diskRef = -1; handle = -1; writeHandle = false; } trpgModel::~trpgModel() { Reset(); } // Set functions void trpgModel::SetType(int t) { type = t; } void trpgModel::SetName(const char *nm) { if (name) delete [] name; if (nm) { name = new char[(nm ? strlen(nm) : 0)+1]; strcpy(name,nm); } } void trpgModel::SetReference(trpgDiskRef pos) { diskRef = pos; } void trpgModel::SetNumTiles(int num) { useCount = num; } void trpgModel::AddTile() { useCount++; } // Validity check bool trpgModel::isValid() const { if (type == External && !name) { strcpy(errMess, "Model is external with no name"); return false; } return true; } // Copy from one to another trpgModel& trpgModel::operator = (const trpgModel &in) { if (name) { delete [] name; name = NULL; } type = in.type; if (in.name) SetName(in.name); diskRef = in.diskRef; useCount = in.useCount; writeHandle = in.writeHandle; handle = in.handle; return *this; } // Compare two models int trpgModel::operator == (const trpgModel &in) const { if (type != in.type) return 0; switch (type) { case Local: if (diskRef == in.diskRef) return 1; else return 0; break; case External: if (!name && !in.name) return 1; if (!name || !in.name) return 0; if (strcmp(name,in.name)) return 0; break; } return 1; } // Write a model reference out bool trpgModel::Write(trpgWriteBuffer &buf) { if (!isValid()) return false; // We will use two different tokens to track the // format used in terrapage 2.2, and older versions int tok = TRPGMODELREF; if(writeHandle) tok = TRPGMODELREF2; // Nick messed up the model entries when checking into txv4; now we're // a bit stuck because U3 dbs don't have models in the U2 viewer. // This will force the old behavior. #ifdef OLDMODELSTYLE buf.Begin(tok); buf.Add(type); //writeHandle is only set for terrapage 2.2, and we use the different token. if(writeHandle) { buf.Add((int)handle); } if (name) buf.Add(name); else buf.Add(diskRef); buf.Add(useCount); #else buf.Begin(tok); if(writeHandle) { buf.Add((int)handle); } buf.Add(type); buf.Add(name); buf.Add(diskRef); buf.Add(useCount); #endif buf.End(); return true; } /* ******************* Model Read Methods ******************* */ // Get methods bool trpgModel::GetType(int &t) { if (!isValid()) return false; t = type; return true; } bool trpgModel::GetName(char *str,int strLen) const { if (!isValid()) return false; int len = (name ? strlen(name) : 0); strncpy(str,name,MIN(len,strLen)+1); return true; } bool trpgModel::GetNumTiles(int &ret) const { if (!isValid()) return false; ret = useCount; return true; } bool trpgModel::GetReference(trpgDiskRef &ref) const { if (!isValid() || type != Local) return false; ref = diskRef; return true; } bool trpgModel::Read(trpgReadBuffer &buf, bool hasHandle) { // MD: added complexity here - written multiple ways by // mistake, unraveling the various cases. char tmpName[1024]; try { buf.Get(type); // TerraPage 2.2 will store the unique handle after the type // we use a different token, so this is backwards compatible. if(hasHandle) { buf.Get((int32 &)handle); } else handle = -1; if (type == Local) { // two possibilities: // name, diskRef, useCount // diskRef, useCount // diskRef + useCount = 12 bytes... if (buf.TestLimit(13)) { buf.Get(tmpName,1023); SetName(tmpName); } buf.Get(diskRef); buf.Get(useCount); } else { // two possibilities: // name, diskRef, useCount // name, useCount buf.Get(tmpName,1023); SetName(tmpName); // useCount = 4 bytes... if (buf.TestLimit(5)) buf.Get(diskRef); buf.Get(useCount); } } catch(...) { return false; } // going to make this fail if the buffer isn't empty. if (buf.TestLimit(1)) return false; return isValid(); } /* Write Model Reference table Groups of models for the entire file. */ // Constructor trpgModelTable::trpgModelTable() { } trpgModelTable::~trpgModelTable() { } // Reset function void trpgModelTable::Reset() { modelsMap.clear(); } // Set functions void trpgModelTable::SetNumModels(int /*no*/) { // This method isn't needed with a map //models.resize(no); } void trpgModelTable::SetModel(int id,const trpgModel &mod) { if (id < 0) return; modelsMap[id] = mod; //models[id] = mod; } int trpgModelTable::AddModel(trpgModel &mod) { int hdl = modelsMap.size(); if(mod.GetHandle()==-1) { modelsMap[hdl] = mod; return hdl; } modelsMap[mod.GetHandle()] = mod; return mod.GetHandle(); } int trpgModelTable::FindAddModel(trpgModel &mod) { ModelMapType::iterator itr = modelsMap.begin(); for ( ; itr != modelsMap.end( ); itr++) { if(itr->second == mod) { return itr->first; } } return AddModel(mod); } bool trpgModelTable::FindByName(const char *name, unsigned int &mId) { ModelMapType::const_iterator itr = modelsMap.begin(); for ( ; itr != modelsMap.end( ); itr++) { char theName[1023]; itr->second.GetName(theName,1023); if(strcmp(name,theName)==0) { mId = itr->first; return true; } } return false; } // Validity check bool trpgModelTable::isValid() const { ModelMapType::const_iterator itr = modelsMap.begin(); for ( ; itr != modelsMap.end( ); itr++) { if(!itr->second.isValid()) { if(itr->second.getErrMess()) strcpy(errMess, itr->second.getErrMess()); return false; } } return true; } // Write out the model table bool trpgModelTable::Write(trpgWriteBuffer &buf) { if (!isValid()) return false; buf.Begin(TRPGMODELTABLE); buf.Add((int32)modelsMap.size()); ModelMapType::iterator itr = modelsMap.begin(); for ( ; itr != modelsMap.end( ); itr++) { itr->second.Write(buf); } buf.End(); return true; } /* *************** Model Table Read methods *************** */ // Get methods bool trpgModelTable::GetNumModels(int &nm) const { if (!isValid()) return false; nm = modelsMap.size(); return true; } bool trpgModelTable::GetModel(int id,trpgModel &model) const { if (!isValid() || id < 0 ) //|| id >= models.size()) return false; //model = models[id]; ModelMapType::const_iterator itr = modelsMap.find(id); if(itr == modelsMap.end()) { return false; } model = itr->second; return true; } trpgModel *trpgModelTable::GetModelRef(int id) { if (id < 0 ) //|| id >= models.size()) return NULL; //return &models[id]; ModelMapType::iterator itr = modelsMap.find(id); if(itr == modelsMap.end()) { return false; } return &(itr->second); } bool trpgModelTable::Read(trpgReadBuffer &buf) { int32 numModel; trpgToken tok; int32 len; bool status; try { buf.Get(numModel); for (int i=0;i