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Initial commit of Command & Conquer Renegade source code.
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Code/Tools/ChunkView/ChunkFileImage.cpp
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223
Code/Tools/ChunkView/ChunkFileImage.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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : ChunkView *
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* *
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* $Archive:: /Commando/Code/Tools/ChunkView/ChunkFileImage.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 9/28/99 9:48a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include <assert.h>
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#include "ChunkFileImage.h"
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#include "rawfile.h"
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#include "chunkio.h"
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ChunkFileImageClass::ChunkFileImageClass(void) :
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RootNode(NULL)
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{
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}
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ChunkFileImageClass::~ChunkFileImageClass(void)
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{
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Reset();
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}
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void ChunkFileImageClass::Reset(void)
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{
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// have to handle the fact that there isn't one root node,
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ChunkImageClass * node_to_delete = RootNode;
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while (node_to_delete) {
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ChunkImageClass * sibling = node_to_delete->Sibling;
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delete node_to_delete;
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node_to_delete = sibling;
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}
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}
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void ChunkFileImageClass::Load(const char * filename)
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{
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RawFileClass file(filename);
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file.Open();
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ChunkLoadClass cload(&file);
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cload.Open_Chunk();
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RootNode = new ChunkImageClass;
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RootNode->Load(cload);
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cload.Close_Chunk();
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// while we have more top-level chunks, load them and link them
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// to the root through its sibling pointer
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while (cload.Open_Chunk()) {
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ChunkImageClass * root_sibling = new ChunkImageClass;
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root_sibling->Load(cload);
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RootNode->Add_Sibling(root_sibling);
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cload.Close_Chunk();
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}
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file.Close();
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}
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ChunkImageClass::ChunkImageClass(void) :
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Child(NULL),
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Sibling(NULL),
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Data(NULL),
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ID(0),
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Length(0)
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{
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}
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ChunkImageClass::~ChunkImageClass(void)
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{
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// Delete our children
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ChunkImageClass * child = Child;
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while (child) {
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ChunkImageClass * child_sibling = child->Sibling;
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delete child;
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child = child_sibling;
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}
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// Delete our data
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if (Data != NULL) {
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delete Data;
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}
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}
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void ChunkImageClass::Load(ChunkLoadClass & cload)
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{
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ID = cload.Cur_Chunk_ID();
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Length = cload.Cur_Chunk_Length();
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if (cload.Contains_Chunks()) {
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while (cload.Open_Chunk()) {
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ChunkImageClass * new_child = new ChunkImageClass;
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new_child->Load(cload);
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Add_Child(new_child);
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cload.Close_Chunk();
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}
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} else {
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if (Length > 0) {
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Data = new uint8[Length];
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cload.Read(Data,Length);
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}
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}
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}
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void ChunkImageClass::Add_Child(ChunkImageClass * new_child)
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{
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assert(new_child != NULL);
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assert(new_child->Sibling == NULL);
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// need to add to the tail...
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if (Child == NULL) {
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Child = new_child;
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} else {
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Child->Add_Sibling(new_child);
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}
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}
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void ChunkImageClass::Add_Sibling(ChunkImageClass * new_sibling)
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{
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// Need to add to the tail so we display chunks in
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// the same order they appear in the file, so we
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// search for the tail.
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ChunkImageClass * tail = this;
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while (tail->Sibling != NULL) {
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tail = tail->Sibling;
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}
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tail->Sibling = new_sibling;
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assert(new_sibling->Sibling == NULL);
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}
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int ChunkImageClass::Get_Child_Count(void) const
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{
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int count = 0;
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ChunkImageClass * child = Child;
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while (child != NULL) {
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count++;
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child = child->Sibling;
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}
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return count;
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}
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const ChunkImageClass * ChunkImageClass::Get_Child(int i) const
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{
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int count = 0;
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ChunkImageClass * child = Child;
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while (child != NULL && count < i) {
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count++;
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child = child->Sibling;
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}
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assert(count == i);
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return child;
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}
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int ChunkImageClass::Get_Sibling_Count(void) const
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{
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// NOTE: counts 'this' as a sibling.
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int count = 0;
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const ChunkImageClass * sibling = this;
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while (sibling != NULL) {
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count++;
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sibling = sibling->Sibling;
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}
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return count;
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}
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const ChunkImageClass * ChunkImageClass::Get_Sibling(int i) const
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{
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// NOTE: sibling(0) is 'this' (just makes some other code simpler...)
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int count = 0;
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const ChunkImageClass * sibling = this;
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while (sibling != NULL && count < i) {
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count++;
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sibling = sibling->Sibling;
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}
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assert(count == i);
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return sibling;
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}
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