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Initial commit of Command & Conquer Renegade source code.
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218
Code/Tools/LevelEdit/TerrainNode.h
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218
Code/Tools/LevelEdit/TerrainNode.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/TerrainNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/12/02 1:44p $*
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* *
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* $Revision:: 22 $*
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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 __TERRAIN_NODE_H
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#define __TERRAIN_NODE_H
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#include "node.h"
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#include "vector.h"
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#include "icons.h"
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#include "tilenode.h"
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#include "terrainsectionpersist.h"
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#include "proxy.h"
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////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////////////////
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class PresetClass;
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class CollectionClass;
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////////////////////////////////////////////////////////////////////////////
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//
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// TerrainSectionNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class TerrainSectionNodeClass : public TileNodeClass
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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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TerrainSectionNodeClass (void) :
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Terrain (NULL) {}
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~TerrainSectionNodeClass (void) {}
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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//
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// From NodeClass
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//
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NodeClass * Clone (void) { return NULL; }
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void Initialize (void) {}
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_TERRAIN_SECTION; }
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int Get_Icon_Index (void) const { return TERRAIN_ICON; }
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void Set_Transform (const Matrix3D &tm);
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void Special_Set_Transform (const Matrix3D &tm) { NodeClass::Set_Transform (tm); }
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void Pre_Export (void) {}
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void Post_Export (void) {}
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//
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// Terrain Section specific
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//
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void Create (RenderObjClass *render_obj);
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TerrainNodeClass * Peek_Terrain (void) const { return Terrain; }
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void Set_Terrain (TerrainNodeClass *terrain) { Terrain = terrain; }
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private:
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//////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////
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TerrainNodeClass * Terrain;
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};
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////////////////////////////////////////////////////////////////////////////
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//
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// TerrainNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class TerrainNodeClass : public NodeClass
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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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TerrainNodeClass (PresetClass *preset = NULL);
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~TerrainNodeClass (void);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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void On_Post_Load (void);
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//
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// RTTI
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//
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TerrainNodeClass *As_TerrainNodeClass (void) { return this; }
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//
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// From NodeClass
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//
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NodeClass * Clone (void) { return NULL; }
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void Initialize (void);
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_TERRAIN; }
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int Get_Icon_Index (void) const { return TERRAIN_ICON; }
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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void Set_Transform (const Matrix3D &tm);
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Matrix3D Get_Transform (void) { return Transform; }
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PhysClass * Peek_Physics_Obj (void) const { return NULL; }
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bool Is_Static (void) const { return true; }
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void Add_Vis_Points (VisPointGeneratorClass &generator, RenderObjClass *render_obj = NULL);
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void Hide (bool hide);
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bool Is_Hidden (void) const;
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void Update_Cached_Vis_IDs (void);
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void Reload (void);
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void Pre_Export (void);
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void Post_Export (void);
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bool Is_A_Child_Node (NodeClass *node) const;
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// Terrain specific
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int Get_Sub_Node_Count (void) const { return m_Sections.Count (); }
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NodeClass * Get_Sub_Node (int index) { return m_Sections[index]; }
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void Special_Set_Transform (const Matrix3D &tm);
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//
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// From PersistClass
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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void Free_Sections (void);
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void Assign_Section_IDs (void);
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void Build_Section_ID_List (void);
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bool Load_Variables (ChunkLoadClass &cload);
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void Create_Proxies (DynamicVectorClass<ProxyClass> &proxy_list);
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void Create_Lights (void);
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void Free_Section_Data (void);
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PresetClass *Find_Proxy_Preset (const char *preset_name);
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//////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////
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DynamicVectorClass<NodeClass *> m_Sections;
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TerrainSectionPersistListClass m_TerrainSectionInfo;
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friend TerrainSectionPersistClass;
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friend TerrainSectionPersistListClass;
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Matrix3D Transform;
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Matrix3D LoadedTransform;
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};
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/////////////////////////////////////////////////////////////
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// Get_Transform
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/////////////////////////////////////////////////////////////
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/*inline Matrix3D
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TerrainNodeClass::Get_Transform (void)
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{
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return Matrix3D (1);
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}*/
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#endif //__TERRAIN_NODE_H
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