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Initial commit of Command & Conquer Renegade source code.
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206
Code/Tools/LevelEdit/Grid3D.h
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206
Code/Tools/LevelEdit/Grid3D.h
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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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/Grid3D.h $Modtime:: $*
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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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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __GRID_3D_H
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#define __GRID_3D_H
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#include "Vector3.H"
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#include "WWDebug.H"
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//////////////////////////////////////////////////////////////////////////
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//
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// Grid3DClass
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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class Grid3DClass
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{
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public:
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////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////////
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Grid3DClass (void)
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: m_GridSize (0, 0, 0),
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m_Grid (NULL) { }
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Grid3DClass (const Vector3 &grid_size, const T &inital_value)
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: m_GridSize (0, 0, 0),
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m_Grid (NULL) { Create_Grid (grid_size, inital_value); }
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virtual ~Grid3DClass (void) { Free_Grid (); }
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////////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////////
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// Cell manipulation
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T & Get_At (int x, int y, int z);
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void Set_At (int x, int y, int z, const T &value);
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// Allocation routines
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void Create_Grid (const Vector3 &grid_size, const T &initial_value);
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void Free_Grid (void);
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// Information methods
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Vector3 Get_Grid_Size (void) const { return m_GridSize; }
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int Get_Cells_X (void) const { return m_GridSize.X; }
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int Get_Cells_Y (void) const { return m_GridSize.Y; }
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int Get_Cells_Z (void) const { return m_GridSize.Z; }
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// 'Flat' methods, for enumerating every cell
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T & Get_At_Flat (int index) { return m_Grid[index]; }
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int Get_Flat_Size (void) const { return (m_GridSize.X * m_GridSize.Y * m_GridSize.Z); }
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protected:
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////////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////////
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virtual int Cell_Coord_To_Index (int x, int y, int z);
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private:
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////////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////////
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T * m_Grid;
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Vector3 m_GridSize;
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};
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//////////////////////////////////////////////////////////////////////////
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//
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// Create_Grid
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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inline void
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Grid3DClass<T>::Create_Grid (const Vector3 &grid_size, const T &inital_value)
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{
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// Start fresh
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Free_Grid ();
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// Store the grid's dimensions
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m_GridSize = grid_size;
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//
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// Allocate a flat array we can index into like a 3-D grid
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//
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int flat_size = m_GridSize.X * m_GridSize.Y * m_GridSize.Z;
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WWASSERT ((flat_size * sizeof (T)) < 16000000L);
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m_Grid = new T[flat_size];
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//
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// Initialize the grid cells
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//
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for (int index = 0; index < flat_size; index ++) {
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m_Grid[index] = inital_value;
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Free_Grid
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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inline void
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Grid3DClass<T>::Free_Grid (void)
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{
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if (m_Grid != NULL) {
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delete m_Grid;
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m_Grid = NULL;
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}
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m_GridSize.Set (0, 0, 0);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Cell_Coord_To_Index
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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inline int
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Grid3DClass<T>::Cell_Coord_To_Index (int x, int y, int z)
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{
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return (x + (y * m_GridSize.X) + (z * m_GridSize.X * m_GridSize.Y));
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Get_At
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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inline T &
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Grid3DClass<T>::Get_At (int x, int y, int z)
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{
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WWASSERT (m_Grid != NULL);
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WWASSERT ((x < m_GridSize.X) && (y < m_GridSize.Y) && (z < m_GridSize.Z));
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return m_Grid[Cell_Coord_To_Index (x, y, z)];
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// Set_At
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//
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//////////////////////////////////////////////////////////////////////////
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template<class T>
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inline void
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Grid3DClass<T>::Set_At (int x, int y, int z, const T &value)
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{
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WWASSERT (m_Grid != NULL);
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WWASSERT ((x < m_GridSize.X) && (y < m_GridSize.Y) && (z < m_GridSize.Z));
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m_Grid[Cell_Coord_To_Index (x, y, z)] = value;
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return ;
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}
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#endif //__GRID_3D_H
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