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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
143
Code/Combat/assets.cpp
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143
Code/Combat/assets.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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 3 of the License, or
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** (at your option) any later version.
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**
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** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/assets.cpp $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 8/31/01 8:03p $*
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* *
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* $Revision:: 49 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "assets.h"
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#include "wwfile.h"
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#include "debug.h"
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#include "ffactory.h"
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/*
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**
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*/
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INIClass * Get_INI( const char * filename )
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{
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INIClass * ini = NULL;
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FileClass * INIfile = _TheFileFactory->Get_File( filename );
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if ( INIfile ) {
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if ( INIfile->Is_Available() ) {
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ini = new INIClass( *INIfile );
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}
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_TheFileFactory->Return_File( INIfile );
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}
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return ini;
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}
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void Save_INI( INIClass * p_ini, const char * filename )
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{
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WWASSERT(p_ini != NULL);
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WWASSERT(filename != NULL);
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FileClass * p_INIfile = _TheWritingFileFactory->Get_File(filename);
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if (p_INIfile != NULL && p_INIfile->Is_Available()) {
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p_ini->Save(*p_INIfile);
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_TheWritingFileFactory->Return_File(p_INIfile);
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}
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}
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void Release_INI( INIClass * ini )
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{
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WWASSERT( ini );
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delete ini;
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}
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/*
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**
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*/
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void Strip_Path_From_Filename( StringClass& new_name, const char * filename )
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{
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if ( ::strchr( filename, '\\' ) != 0 ) {
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new_name = ::strrchr( filename, '\\' ) + 1;
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}
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else new_name=filename;
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}
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/*
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** Asset access
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*/
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void Get_Render_Obj_Name_From_Filename( StringClass& new_name, const char * filename )
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{
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Strip_Path_From_Filename( new_name, filename );
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if ( new_name.Get_Length() > 4 ) {
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new_name.Erase( new_name.Get_Length() - 4, 4 );
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}
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}
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RenderObjClass * Create_Render_Obj_From_Filename( const char * filename )
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{
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StringClass render_obj_name(true);
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Strip_Path_From_Filename( render_obj_name, filename );
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render_obj_name.Erase( render_obj_name.Get_Length() - 4, 4 );
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RenderObjClass *model = WW3DAssetManager::Get_Instance()->Create_Render_Obj( render_obj_name );
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if ( model == NULL ) {
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Debug_Say(( "Failed to create \"%s\" from \"%s\"\n", (const char *)render_obj_name, filename ));
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}
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return model;
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}
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TextureClass * Get_Texture_From_Filename
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(
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const char * filename,
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TextureClass::MipCountType mip_level_count
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)
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{
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StringClass tex_name(true);
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Strip_Path_From_Filename( tex_name, filename );
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return WW3DAssetManager::Get_Instance()->Get_Texture( tex_name, mip_level_count );
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}
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/*
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** Filenames
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*/
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void Create_Animation_Name( StringClass& anim_name, const char * anim_filename, const char * model_name )
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{
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anim_name=anim_filename;
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if ( ::strrchr( anim_name, '\\' ) != 0 ) {
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StringClass temp(::strrchr( anim_name, '\\' ) + 1,true);
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anim_name = temp;
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anim_name.Erase( anim_name.Get_Length() - 4, 4 ); // Strip off ".w3d"
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}
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if ( ::strchr( anim_name, '.' ) == 0 ) { // Add model name
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StringClass temp(true);
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temp.Format( "%s.%s", model_name, anim_name );
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anim_name = temp;
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}
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}
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