Initial commit of Command & Conquer Renegade source code.

This commit is contained in:
LFeenanEA
2025-02-27 16:39:46 +00:00
parent 74ab8fa5e0
commit 58ed459113
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/wwlib/CallbackHook.h $
*
* DESCRIPTION
*
* PROGRAMMER
* Steven Clinard
* $Author: Denzil_l $
*
* VERSION INFO
* $Modtime: 7/03/01 4:59p $
* $Revision: 1 $
*
******************************************************************************/
#ifndef __CALLBACKHOOK_H__
#define __CALLBACKHOOK_H__
class CallbackHook
{
public:
CallbackHook()
{}
virtual ~CallbackHook()
{}
virtual bool DoCallback(void)
{return false;}
protected:
CallbackHook(const CallbackHook&);
const CallbackHook& operator=(const CallbackHook&);
};
template<class T> class Callback :
public CallbackHook
{
public:
Callback(bool (*callback)(T), T userdata) :
mCallback(callback),
mUserData(userdata)
{}
virtual ~Callback()
{}
virtual bool DoCallback(void)
{
if (mCallback)
{
return mCallback(mUserData);
}
return false;
}
private:
bool (*mCallback)(T);
T mUserData;
};
#endif // __CALLBACKHOOK_H__

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Code/wwlib/Except.h $*
* *
* $Author:: Steve_t $*
* *
* $Modtime:: 2/07/02 12:28p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#pragma once
#ifndef EXCEPT_H
#define EXCEPT_H
#ifdef _MSC_VER
#include "win.h"
/*
** Forward Declarations
*/
typedef struct _EXCEPTION_POINTERS EXCEPTION_POINTERS;
typedef struct _CONTEXT CONTEXT;
int Exception_Handler(int exception_code, EXCEPTION_POINTERS *e_info);
int Stack_Walk(unsigned long *return_addresses, int num_addresses, CONTEXT *context = NULL);
bool Lookup_Symbol(void *code_ptr, char *symbol, int &displacement);
void Load_Image_Helper(void);
void Register_Thread_ID(unsigned long thread_id, char *thread_name, bool main = false);
void Unregister_Thread_ID(unsigned long thread_id, char *thread_name);
void Register_Application_Exception_Callback(void (*app_callback)(void));
void Register_Application_Version_Callback(char *(*app_version_callback)(void));
void Set_Exit_On_Exception(bool set);
bool Is_Trying_To_Exit(void);
unsigned long Get_Main_Thread_ID(void);
#if (0)
bool Register_Thread_Handle(unsigned long thread_id, HANDLE thread_handle);
int Get_Num_Thread(void);
HANDLE Get_Thread_Handle(int thread_index);
#endif //(0)
/*
** Register dump variables. These are used to allow the game to restart from an arbitrary
** position after an exception occurs.
*/
extern unsigned long ExceptionReturnStack;
extern unsigned long ExceptionReturnAddress;
extern unsigned long ExceptionReturnFrame;
typedef struct tThreadInfoType {
char ThreadName[128];
unsigned long ThreadID;
HANDLE ThreadHandle;
bool Main;
} ThreadInfoType;
#endif //_MSC_VER
#endif //EXCEPT_H

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "FastAllocator.h"
static FastAllocatorGeneral* generalAllocator; //This general allocator will do all allocations for us.
FastAllocatorGeneral* FastAllocatorGeneral::Get_Allocator()
{
if (!generalAllocator) {
generalAllocator=reinterpret_cast<FastAllocatorGeneral*>(::malloc(sizeof(FastAllocatorGeneral)));
new (generalAllocator) FastAllocatorGeneral();
}
return generalAllocator;
}
FastAllocatorGeneral::FastAllocatorGeneral() : MemoryLeakLogEnabled(false), AllocatedWithMalloc(0), AllocatedWithMallocCount(0), ActualMemoryUsage(0)
{
int alloc_size=ALLOC_STEP;
for (int i=0;i<MAX_ALLOC_SIZE/ALLOC_STEP;++i) {
allocators[i].Init(alloc_size);
alloc_size+=ALLOC_STEP;
}
}

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
///////////////////////////////////////////////////////////////////////////////
// FastAllocator.h
//
// Implements simple and fast memory allocators. Includes sample code for
// STL and overriding of specific or global new/delete.
//
// Allocators are very fast and prevent memory fragmentation. They use up
// a little more space on average than generic new/malloc free/delete.
//
///////////////////////////////////////////////////////////////////////////////
#ifndef FASTALLOCATOR_H
#define FASTALLOCATOR_H
#if defined(_MSC_VER)
#pragma once
#endif
//#define MEMORY_OVERWRITE_TEST
///////////////////////////////////////////////////////////////////////////////
// Include files
//
#include "always.h"
#include "wwdebug.h"
#include "mutex.h"
#include <malloc.h>
#include <stddef.h> //size_t & ptrdiff_t definition
#include <string.h>
///////////////////////////////////////////////////////////////////////////////
// Forward Declarations
//
class FastFixedAllocator; //Allocates and deletes items of a fixed size.
class FastAllocatorGeneral; //Allocates and deletes items of any size. Can use as a fast replacement for global new/delete.
///////////////////////////////////////////////////////////////////////////////
// StackAllocator
//
// Introduction:
// This templated class allows you to allocate a dynamically sized temporary
// block of memory local to a function in a way that causes it to use some
// stack space instead of using the (very slow) malloc function. You don't
// want to call malloc/new to allocate temporary blocks of memory when speed
// is important. This class is only practical if you are allocating arrays of
// objects (especially smaller objects). If you have a class whose size is
// 40K, you aren't going to be able to put even one of them on the stack.
// If you don't need an array but instead just need a single object, then you
// can simply create your object on the stack and be done with it. However,
// there are some times when you need a temporary array of objects (or just
// an array of chars or pointers) but don't know the size beforehand. That's
// where this class is useful.
//
// Parameters:
// The class takes three templated parameters: T, nStackCount, bConstruct.
// T -- The type of object being allocated. Examples include char,
// cRZString, int*, cRZRect*.
// nStackCount -- How many items to allocate on the stack before switching
// to a heap allocation. Note that if you want to write
// portable code, you need to use no more than about 2K
// of stack space. So make sure nStackCount*sizeof(T) < 2048.
// bConstruct -- This is normally 1, but setting it to 0 is a hint to the
// compiler that you are constructing a type that has no
// constructor. Testing showed that the VC++ compiler wasn't
// completely able to optimize on its own. In particular, it
// was smart enough to remove the while loop, but not smart
// enough to remore the pTArrayEnd assignment.
//
// Benchmarks:
// Testing one one machine showed that allocating and freeing a block of
// 2048 bytes via malloc/free took 8700 and 8400 clock ticks respectively.
// Using this stack allocator to do the same thing tooko 450 and 375 clock
// ticks respectively.
//
// Usage and examples:
// Since we are using a local allocator and not overloading global or class
// operator new, you have to directory call StackAllocator::New instead
// of operator new. So instead of saying:
// SomeStruct* pStructArray = new SomeStruct[13];
// you say:
// SomeStruct* pStructArray = stackAllocator.New(13);
//
// void Example(int nSize){
// StackAllocator<char, 512> stackAllocator; //Create an instance
// char* pArray = stackAllocator.New(nSize); //Allocate memory, it will auto-freed.
// memset(pArray, 0, nSize*sizeof(char)); //Do something with the memory.
// }
//
// void Example(int nSize){
// StackAllocator<int*, 512, 0> stackAllocator; //Create an instance. We use the 'construct' hint feature here.
// int** pArray = stackAllocator.New(nSize); //Allocate memory.
// memset(pArray, 0, nSize*sizeof(int*)); //Do something with the memory.
// stackAllocator.Delete(pArray); //In this example, we explicity free the memory.
// }
//
// void Example(int nSize){
// StackAllocator<cRZRect, 200> stackAllocator; //Create an instance
// cRZRect* pRectArray = stackAllocator.New(nSize); //Allocate memory, it will auto-freed.
// pRectArray[0].SetRect(0,0,1,1); //Do something with the memory.
// }
//
// void Example(int nSize){
// StackAllocator<char, 200> stackAllocator; //Create an instance
// char* pArray = stackAllocator.New(nSize); //Allocate memory.
// char* pArray2 = stackAllocator.New(nSize); //Allocate some additional memory.
// memset(pArray, 0, nSize*sizeof(char)); //Do something with the memory.
// stackAllocator.Delete(pArray); //Delete the memory
// pArray = stackAllocator.New(nSize*2); //Allocate some new memory. We'll let the allocator free it.
// memset(pArray, 0, nSize*2*sizeof(char)); //Do something with the new memory.
// stackAllocator.Delete(pArray2); //Delete the additional memory.
// }
//
template<class T, int nStackCount, int bConstruct=1>
class StackAllocator{
public:
StackAllocator() : mnAllocCount(-1), mpTHeap(NULL){}
~StackAllocator(){
if(mnAllocCount != -1){ //If there is anything to do...
if(mpTHeap)
delete mpTHeap;
else{
if(bConstruct){ //Since this constant, the comparison gets optimized away.
T* pTArray = (T*)mTArray;
const T* const pTArrayEnd = pTArray + mnAllocCount;
while(pTArray < pTArrayEnd){
pTArray->~T(); //Call the destructor on the object directly.
++pTArray;
}
}
}
}
}
T* New(unsigned nCount){
if(mnAllocCount == -1){
mnAllocCount = nCount;
if(nCount < nStackCount){ //If the request is small enough to come from the stack...
//We call the constructors of all the objects here.
if(bConstruct){ //Since this constant, the comparison gets optimized away.
T* pTArray = (T*)mTArray;
const T* const pTArrayEnd = pTArray + nCount;
while(pTArray < pTArrayEnd){
new(pTArray)T; //Use the placement operator new. This simply calls the constructor
++pTArray; //of T with 'this' set to the input address. Note that we don't put
} //a '()' after the T this is because () causes trivial types like int
} //and class* to be assigned zero/NULL. We don't want that.
return (T*)mTArray;
} //Else the request is too big. So let's use (the slower) operator new.
return (mpTHeap = new T[nCount]); //The compiler will call the constructors here.
} //Else we are being used. Let's be nice and allocate something anyway.
return new T[nCount];
}
void Delete(T* pT){
if(pT == (T*)mTArray){ //If the allocation came from our stack...
if(bConstruct){ //Since this constant, the comparison gets optimized away.
T* pTArray = (T*)mTArray;
const T* const pTArrayEnd = pTArray + mnAllocCount;
while(pTArray < pTArrayEnd){
pTArray->~T(); //Call the destructor on the object directly.
++pTArray;
}
}
mnAllocCount = -1;
}
else if(pT == mpTHeap){ //If the allocation came from our heap...
delete[] mpTHeap; //The compiler will call the destructors here.
mpTHeap = NULL; //We clear these out so that we can possibly
mnAllocCount = -1; // use the allocator again.
}
else //Else the allocation came from the external heap.
delete[] pT;
}
protected:
int mnAllocCount; //Count of objects allocated. -1 means that nothing is allocated. We don't use zero because zero is a legal allocation count in C++.
T* mpTHeap; //This is normally NULL, but gets used of the allocation request is too high.
char mTArray[nStackCount*sizeof(T)]; //This is our stack memory.
};
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// class FastFixedAllocator
//
class FastFixedAllocator
{
public:
FastFixedAllocator(unsigned int n=0);
~FastFixedAllocator();
void Init(unsigned int n); //Useful for setting allocation size *after* construction,
//but before first use.
void* Alloc();
void Free(void* pAlloc);
unsigned Get_Heap_Size() const { return TotalHeapSize; }
unsigned Get_Allocated_Size() const { return TotalAllocatedSize; }
unsigned Get_Allocation_Count() const { return TotalAllocationCount; }
protected:
struct Link
{
Link* next;
};
struct Chunk
{
enum {
size = 8*1024-16
};
Chunk* next;
char mem[size];
};
Chunk* chunks;
unsigned int esize;
unsigned TotalHeapSize;
unsigned TotalAllocatedSize;
unsigned TotalAllocationCount;
Link* head;
void grow();
};
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void* FastFixedAllocator::Alloc()
{
TotalAllocationCount++;
TotalAllocatedSize+=esize;
if (head==0) {
grow();
}
Link* p = head;
head = p->next;
return p;
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void FastFixedAllocator::Free(void* pAlloc)
{
TotalAllocationCount--;
TotalAllocatedSize-=esize;
Link* p = static_cast<Link*>(pAlloc);
p->next = head;
head = p;
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE FastFixedAllocator::FastFixedAllocator(unsigned int n) : esize(1), TotalHeapSize(0), TotalAllocatedSize(0), TotalAllocationCount(0)
{
head = 0;
chunks = 0;
Init(n);
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE FastFixedAllocator::~FastFixedAllocator()
{
Chunk* n = chunks;
while(n){
Chunk* p = n;
n = n->next;
delete p;
}
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void FastFixedAllocator::Init(unsigned int n)
{
esize = (n<sizeof(Link*) ? sizeof(Link*) : n);
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void FastFixedAllocator::grow()
{
Chunk* n = new Chunk;
n->next = chunks;
chunks = n;
TotalHeapSize+=sizeof(Chunk);
const int nelem = Chunk::size/esize;
char* start = n->mem;
char* last = &start[(nelem-1)*esize];
for(char* p = start; p<last; p+=esize)
reinterpret_cast<Link*>(p)->next = reinterpret_cast<Link*>(p+esize);
reinterpret_cast<Link*>(last)->next = 0;
head = reinterpret_cast<Link*>(start);
}
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// class FastAllocatorGeneral
//
// This class works by putting sizes into fixed size buckets. Each fixed size
// bucket is a FastFixedAllocator.
//
class FastAllocatorGeneral
{
enum {
MAX_ALLOC_SIZE=2048,
ALLOC_STEP=16
};
public:
FastAllocatorGeneral();
void* Alloc(unsigned int n);
void Free(void* pAlloc);
void* Realloc(void* pAlloc, unsigned int n);
unsigned Get_Total_Heap_Size();
unsigned Get_Total_Allocated_Size();
unsigned Get_Total_Allocation_Count();
unsigned Get_Total_Actual_Memory_Usage() { return ActualMemoryUsage; }
static FastAllocatorGeneral* Get_Allocator();
protected:
FastFixedAllocator allocators[MAX_ALLOC_SIZE/ALLOC_STEP];
FastCriticalSectionClass CriticalSections[MAX_ALLOC_SIZE/ALLOC_STEP];
bool MemoryLeakLogEnabled;
unsigned AllocatedWithMalloc;
unsigned AllocatedWithMallocCount;
unsigned ActualMemoryUsage;
};
///////////////////////////////////////////////////////////////////////////////
WWINLINE unsigned FastAllocatorGeneral::Get_Total_Heap_Size()
{
int size=AllocatedWithMalloc;
for (int i=0;i<MAX_ALLOC_SIZE/ALLOC_STEP;++i) {
FastCriticalSectionClass::LockClass lock(CriticalSections[i]);
size+=allocators[i].Get_Heap_Size();
}
return size;
}
WWINLINE unsigned FastAllocatorGeneral::Get_Total_Allocated_Size()
{
int size=AllocatedWithMalloc;
for (int i=0;i<MAX_ALLOC_SIZE/ALLOC_STEP;++i) {
FastCriticalSectionClass::LockClass lock(CriticalSections[i]);
size+=allocators[i].Get_Allocated_Size();
}
return size;
}
WWINLINE unsigned FastAllocatorGeneral::Get_Total_Allocation_Count()
{
int count=AllocatedWithMallocCount;
for (int i=0;i<MAX_ALLOC_SIZE/ALLOC_STEP;++i) {
FastCriticalSectionClass::LockClass lock(CriticalSections[i]);
count+=allocators[i].Get_Allocation_Count();
}
return count;
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void* FastAllocatorGeneral::Alloc(unsigned int n)
{
void* pMemory;
static int re_entrancy=0;
re_entrancy++;
//We actually allocate n+4 bytes. We store the # allocated
//in the first 4 bytes, and return the ptr to the rest back
//to the user.
n += sizeof(unsigned int);
#ifdef MEMORY_OVERWRITE_TEST
n+=sizeof(unsigned int);
#endif
if (re_entrancy==1) {
ActualMemoryUsage+=n;
}
if (n<MAX_ALLOC_SIZE) {
int index=(n)/ALLOC_STEP;
{
FastCriticalSectionClass::LockClass lock(CriticalSections[index]);
pMemory = allocators[index].Alloc();
}
}
else {
if (re_entrancy==1) {
AllocatedWithMalloc+=n;
AllocatedWithMallocCount++;
}
pMemory = ::malloc(n);
}
#ifdef MEMORY_OVERWRITE_TEST
*((unsigned int*)((char*)pMemory+n)-1)=0xabbac0de;
#endif
re_entrancy--;
*((unsigned int*)pMemory) = n; //Write modified (augmented by 4) count into first four bytes.
return ((unsigned int*)pMemory)+1; //return ptr to bytes after it back to user.
}
// ----------------------------------------------------------------------------
//
//
//
// ----------------------------------------------------------------------------
WWINLINE void FastAllocatorGeneral::Free(void* pAlloc)
{
if (pAlloc) {
unsigned int* n = ((unsigned int*)pAlloc)-1; //Subtract four bytes and the count is stored there.
#ifdef MEMORY_OVERWRITE_TEST
WWASSERT(*((unsigned int*)((char*)n+*n)-1)==0xabbac0de);
#endif
unsigned size=*n;
ActualMemoryUsage-=size;
if (size<MAX_ALLOC_SIZE) {
int index=size/ALLOC_STEP;
FastCriticalSectionClass::LockClass lock(CriticalSections[index]);
allocators[index].Free(n);
}
else {
AllocatedWithMallocCount--;
AllocatedWithMalloc-=size;
::free(n);
}
}
}
//ANSI C requires:
// (1) realloc(NULL, newsize) is equivalent to malloc(newsize).
// (2) realloc(pblock, 0) is equivalent to free(pblock) (except that NULL is returned).
// (3) if the realloc() fails, the object pointed to by pblock is left unchanged.
//
WWINLINE void* FastAllocatorGeneral::Realloc(void* pAlloc, unsigned int n){
if(n){
void* const pNewAlloc = Alloc(n); //Allocate the new memory. This never fails.
if(pAlloc){
n = *(((unsigned int*)pAlloc)-1); //Subtract four bytes and the count is stored there.
::memcpy(pNewAlloc, pAlloc, n); //Copy the old memory into the new memory.
Free(pAlloc); //Delete the old memory.
}
return pNewAlloc;
}
Free(pAlloc);
return NULL;
}
///////////////////////////////////////////////////////////////////////////////
// FastSTLAllocator
//
// An STL allocator based on a simple fixed size allocator is not going to
// buy you the performance you really want. This is because STL containers
// allocate not just objects of the size of the container, but other objects
// as well. For example, the STL "list" class generally allocates item nodes
// and not items themselves. The STL vector class usually allocates in chunks
// of contiguous items. So your allocator will probably want to have a bucket
// system whereby it maintains buckets for integral sizes.
//
#ifdef _MSC_VER
//VC++ continues to be the one compiler that lacks the ability to compile
//standard C++. So we define a version of the STL allocator specifically
//for VC++, and let other compilers use a standard allocator template.
template <class T>
struct FastSTLAllocator{
typedef size_t size_type; //basically, "unsigned int"
typedef ptrdiff_t difference_type; //basically, "int"
typedef T* pointer;
typedef const T* const_pointer;
typedef T& reference;
typedef const T& const_reference;
typedef T value_type;
T* address(T& t) const { return (&t); } //These two are slightly strange but
const T* address(const T& t) const { return (&t); } //required functions. Just do it.
static T* allocate(size_t n, const void* =NULL) { return (T*)generalAllocator.Alloc(n*sizeof(T)); }
static void construct(T* ptr, const T& value) { new(ptr) T(value); }
static void deallocate(void* ptr, size_t /*n*/) { generalAllocator.Free(ptr); }
static void destroy(T* ptr) { ptr->~T(); }
static size_t max_size() { return (size_t)-1; }
//This _Charalloc is required by VC++5 since it VC++5 predates
//the language standardization. Allocator behaviour is one of the
//last things to have been hammered out. Important note: If you
//decide to write your own fast allocator, containers will allocate
//random objects through this function but delete them through
//the above delallocate() function. So your version of deallocate
//should *not* assume that it will only be given T objects to delete.
char* _Charalloc(size_t n){ return (char*)::generalAllocator.Alloc(n*sizeof(char)); }
};
#else
//This is a C++ language standard allocator. Most C++ compilers after 1999
//other than Microsoft C++ compile this fine. Otherwise. you might be able
//to use the same allocator as VC++ uses above.
template <class T>
class FastSTLAllocator{
public:
typedef size_t size_type;
typedef ptrdiff_t difference_type;
typedef T* pointer;
typedef const T* const_pointer;
typedef T& reference;
typedef const T& const_reference;
typedef T value_type;
template <class T1> struct rebind {
typedef FastSTLAllocator<T1> other;
};
FastSTLAllocator() {}
FastSTLAllocator(const FastSTLAllocator&) {}
template <class T1> FastSTLAllocator(const FastSTLAllocator<T1>&) {}
~FastSTLAllocator() {}
pointer address(reference x) const { return &x; }
const_pointer address(const_reference x) const { return &x; }
T* allocate(size_type n, const void* = NULL) { return n != 0 ? static_cast<T*>(generalAllocator.Alloc(n*sizeof(T))) : NULL; }
void deallocate(pointer p, size_type n) { generalAllocator.Free(p); }
size_type max_size() const { return size_t(-1) / sizeof(T); }
void construct(pointer p, const T& val) { new(p) T(val); }
void destroy(pointer p) { p->~T(); }
};
#endif
template<class T>
WWINLINE bool operator==(const FastSTLAllocator<T>&, const FastSTLAllocator<T>&) { return true; }
template<class T>
WWINLINE bool operator!=(const FastSTLAllocator<T>&, const FastSTLAllocator<T>&) { return false; }
///////////////////////////////////////////////////////////////////////////////
/*
///////////////////////////////////////////////////////////////////////////////
// Example usage of fast allocators in STL.
//
///////////////////////////////////////////////////////////////////////////////
#include <stdio.h>
#include <vector>
#include <list>
#include <deque>
#include <queue>
#include <stack>
#include <set>
#include <map>
#include <string>
#include <memory>
#include <hash_set> //Uncomment this if you have hash containers available.
#include <hash_map>
using namespace std;
///////////////////////////////////////////////////////////////////////////////
// Here's how you declare a custom allocator for every regular STL container class:
//
typedef vector<int, FastSTLAllocator<int> > IntArray;
typedef list<int, FastSTLAllocator<int> > IntList;
typedef deque<int, FastSTLAllocator<int> > IntDequeue;
typedef queue<int, deque<int, FastSTLAllocator<int> > > IntQueue;
typedef priority_queue<int, vector<int, FastSTLAllocator<int> > > IntPriorityQueue;
typedef stack<int, deque<int, FastSTLAllocator<int> > > IntStack;
typedef map<int, int, less<int>, FastSTLAllocator<int> > IntMap;
typedef multimap<int, int, less<int>, FastSTLAllocator<int> > IntMultiMap;
typedef set<int, less<int>, FastSTLAllocator<int> > IntSet;
typedef multiset<int, less<int>, FastSTLAllocator<int> > IntMultiSet;
//If you have the hashing containers available, here's how you do it:
typedef hash_map<int, int, hash<int>, equal_to<int>, FastSTLAllocator<int> > IntHashMap;
typedef hash_multimap<int, int, hash<int>, equal_to<int>, FastSTLAllocator<int> > IntHashMultiMap;
typedef hash_set<int, hash<int>, equal_to<int>, FastSTLAllocator<int> > IntHashSet;
typedef hash_multiset<int, hash<int>, equal_to<int>, FastSTLAllocator<int> > IntHashMultiSet;
typedef basic_string<char, char_traits<char>, FastSTLAllocator<char> > CharString;
//bitset and valarray don't allow custom allocators.
///////////////////////////////////////////////////////////////////////////////
void main(){
IntArray intArray;
intArray.push_back(3);
intArray.pop_back();
IntList intList;
intList.push_back(3);
intList.pop_back();
IntDequeue intDequeue;
intDequeue.push_back(3);
intDequeue.pop_back();
IntQueue intQueue;
intQueue.push(3);
intQueue.pop();
IntPriorityQueue intPriorityQueue;
intPriorityQueue.push(3);
intPriorityQueue.pop();
IntStack intStack;
intStack.push(3);
intStack.pop();
IntMap intMap;
intMap.insert(pair<int,int>(3,3));
intMap.erase(3);
IntMultiMap intMultiMap;
intMultiMap.insert(pair<int,int>(3,3));
intMultiMap.erase(3);
IntSet intSet;
intSet.insert(3);
intSet.erase(3);
IntMultiSet intMultiSet;
intMultiSet.insert(3);
intMultiSet.erase(3);
IntHashMap intHashMap;
intHashMap.insert(3);
intHashMap.erase(3);
IntHashMultiMap intHashMultiMap;
intHashMultiMap.insert(3);
intHashMultiMap.erase(3);
IntHashSet intHashSet;
intHashSet.insert(3);
intHashSet.erase(3);
IntHashMultiSet intHashMultiSet;
intHashMultiSet.insert(3);
intHashMultiSet.erase(3);
CharString charString;
charString.append(1, '3');
charString.erase(charString.length()-1);
//Shutdown
printf("\nDone. Press the 'any' key\n");
getchar();
}
*/
#endif //sentry

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/wwlib/LaunchWeb.cpp $
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 2 $
* $Modtime: 6/22/01 4:39p $
*
******************************************************************************/
#include "LaunchWeb.h"
#include <windows.h>
#include <shellapi.h>
#include <stdio.h>
#include <assert.h>
/******************************************************************************
*
* NAME
* LaunchWebBrowser
*
* DESCRIPTION
* Launch the default browser to view the specified URL
*
* INPUTS
* URL - Website address
* Wait - Wait for user to close browser (default = false)
* Callback - User callback to invoke during wait (default = NULL callback)
*
* RESULT
* Success - True if successful; otherwise false
*
******************************************************************************/
bool LaunchWebBrowser(const char* url)
{
// Just return if no URL specified
if (!url || (strlen(url) == 0))
{
return false;
}
// Create a temporary file with HTML content
char tempPath[MAX_PATH];
GetWindowsDirectory(tempPath, MAX_PATH);
char filename[MAX_PATH];
GetTempFileName(tempPath, "WWS", 0, filename);
char* extPtr = strrchr(filename, '.');
strcpy(extPtr, ".html");
HANDLE file = CreateFile(filename, GENERIC_WRITE, 0, NULL, CREATE_ALWAYS,
FILE_ATTRIBUTE_NORMAL, NULL);
assert(INVALID_HANDLE_VALUE != file && "Failed to create temporary HTML file.");
if (INVALID_HANDLE_VALUE == file)
{
return false;
}
// Write generic contents
const char* contents = "<title>ViewHTML</title>";
DWORD written;
WriteFile(file, contents, strlen(contents), &written, NULL);
CloseHandle(file);
// Find the executable that can launch this file
char exeName[MAX_PATH];
HINSTANCE hInst = FindExecutable(filename, NULL, exeName);
assert(((int)hInst > 32) && "Unable to find executable that will display HTML files.");
// Delete temporary file
DeleteFile(filename);
if ((int)hInst <= 32)
{
return false;
}
// Launch browser with specified URL
char commandLine[MAX_PATH];
sprintf(commandLine, "[open] %s", url);
STARTUPINFO startupInfo;
memset(&startupInfo, 0, sizeof(startupInfo));
startupInfo.cb = sizeof(startupInfo);
PROCESS_INFORMATION processInfo;
BOOL createSuccess = CreateProcess(exeName, commandLine, NULL, NULL, FALSE,
0, NULL, NULL, &startupInfo, &processInfo);
assert(createSuccess && "Failed to launch default WebBrowser.");
return (TRUE == createSuccess);
}

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/wwlib/LaunchWeb.h $
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 1 $
* $Modtime: 4/20/01 3:22p $
*
******************************************************************************/
#ifndef __LAUNCHWEB_H__
#define __LAUNCHWEB_H__
#ifdef __cplusplus
extern "C" {
#endif
bool LaunchWebBrowser(const char* url);
#ifdef __cplusplus
}
#endif
#endif // __LAUNCHWEB_H__

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/wwlib/Notify.h $
*
* DESCRIPTION
* These templates provide implementation of the Subject-Observer pattern.
*
* PROGRAMMER
* Steve Clinard
* $Author: Denzil_l $
*
* VERSION INFO
* $Modtime: 11/13/01 10:49a $
* $Revision: 8 $
*
******************************************************************************/
#ifndef __NOTIFY_H__
#define __NOTIFY_H__
// Reduce warning level for STL
#if defined(_MSC_VER)
#pragma warning(push, 3)
#endif
#include <vector>
#include <algorithm>
#if defined(_MSC_VER)
#pragma warning(pop)
#endif
#include <assert.h>
template<typename Event> class Notifier;
template<typename Event> class Observer;
template<typename Event> class Observer
{
public:
typedef std::vector< Notifier<Event>* > NotifierColl;
Observer() :
mNotifiers(NULL)
{}
virtual ~Observer()
{StopObserving();}
//! Handle event notification
virtual void HandleNotification(Event&) = 0;
//! Notifier has ended notification of this event
virtual void NotificationEnded(const Notifier<Event>& notifier)
{
NotifierColl::iterator pos = std::find(mNotifiers.begin(),
mNotifiers.end(), &notifier);
if (pos != mNotifiers.end())
{
mNotifiers.erase(pos);
}
}
//! Request notification of this event
virtual void NotifyMe(Notifier<Event>& notifier)
{notifier.AddObserver(*this);}
//! Stop observing event
void StopObserving()
{
while (mNotifiers.size() > 0)
{
Notifier<Event>* notifier = mNotifiers.back();
assert(notifier && "ERROR: NULL pointer in collection.");
notifier->RemoveObserver(*this);
}
}
protected:
Observer(const Observer<Event>& observer);
const Observer<Event>& operator=(const Observer<Event>&);
private:
friend class Notifier<Event>;
NotifierColl mNotifiers;
};
#define DECLARE_OBSERVER(Event) \
virtual void NotifyMe(Notifier<Event>& observer) \
{Notifier<Event>::AddObserver(observer);}
template<typename Event> class Notifier
{
public:
typedef std::vector< Observer<Event>* > ObserverColl;
Notifier()
{}
virtual ~Notifier()
{
for (int index = mObservers.size(); index--;)
{
mObservers[index]->NotificationEnded(*this);
}
}
//! Send event notification to all observers of this event.
virtual void NotifyObservers(Event& event)
{
for (unsigned int index = 0; index < mObservers.size(); index++)
{
mObservers[index]->HandleNotification(event);
}
}
//! Add an observer of this event
virtual void AddObserver(Observer<Event>& observer)
{
ObserverColl::iterator pos = std::find(mObservers.begin(),
mObservers.end(), &observer);
if (pos == mObservers.end())
{
observer.mNotifiers.push_back(this);
mObservers.push_back(&observer);
}
}
//! Remove an observer of this event
virtual void RemoveObserver(Observer<Event>& observer)
{
ObserverColl::iterator pos = std::find(mObservers.begin(),
mObservers.end(), &observer);
if (pos != mObservers.end())
{
observer.NotificationEnded(*this);
mObservers.erase(pos);
}
}
virtual bool HasObservers(void) const
{return !mObservers.empty();}
private:
//! Observer collection
ObserverColl mObservers;
};
#define DECLARE_NOTIFIER(Event) \
virtual void NotifyObservers(Event& event) \
{Notifier<Event>::NotifyObservers(event);} \
virtual void AddObserver(Observer<Event>& observer) \
{Notifier<Event>::AddObserver(observer);} \
virtual void RemoveObserver(Observer<Event>& observer) \
{Notifier<Event>::RemoveObserver(observer);}
/*-----------------------------------------------------------------------------
* The following templates are useful for defining unique types to use as
* Events from types such as strings or integers.
*---------------------------------------------------------------------------*/
/* TypedEvent<T. V>
*
* The first type (T) must be a class or other unique type. This need not
* be a "real" class. It could be a forward declared class, which is enough
* to make the template class unique.
*
* The second type (V) is the event data. "UString" and "int" are obvious
* choices.
*
* Typedef'ing the template class is a good thing to do.
*/
template<typename T, typename V>
class TypedEvent
{
public:
TypedEvent(V& value) :
mValue(value)
{}
inline V& operator()()
{return mValue;}
inline V& Subject(void)
{return mValue;}
protected:
V& mValue;
};
template<typename T, typename O>
class TypedEventPtr
{
public:
TypedEventPtr(O* subject) :
mSubject(subject)
{}
inline O* Subject(void)
{return mSubject;}
inline O* operator()()
{return mSubject;}
protected:
O* mSubject;
};
template<typename A, typename O>
class TypedActionPtr :
public TypedEventPtr<A, O>
{
public:
A GetAction(void) const
{return mAction;}
TypedActionPtr(A action, O* data) :
TypedEventPtr<A, O>(data),
mAction(action)
{}
~TypedActionPtr()
{}
protected:
A mAction;
};
template<typename A, typename B>
class TypedEventPair
{
public:
TypedEventPair(A itemA, B itemB) :
mItemA(itemA),
mItemB(itemB)
{}
inline A GetItemA(void)
{return mItemA;}
inline B GetItemB(void)
{return mItemB;}
protected:
A mItemA;
B mItemB;
};
#endif // __NOTIFY_H__

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* FILE
* $Archive: /Commando/Code/wwlib/Signaler.h $
*
* DESCRIPTION
* Lightweight two-way notification system. This class allows loose coupling
* communication between two classes. The only details that need to be know
* by both classes is the Signaler class it self and the type of signal they
* communicate to each other.
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Modtime: 11/16/01 11:19a $
* $Revision: 4 $
*
******************************************************************************/
#ifndef __SIGNALER_H__
#define __SIGNALER_H__
template<typename T> class Signaler
{
public:
void SignalMe(Signaler<T>& target)
{if (mConnection != &target) {Disconnect(); Connect(target); target.Connect(*this);}}
void StopSignaling(Signaler<T>& target)
{if (mConnection == &target) {Disconnect();}}
void SendSignal(T& signal)
{if (mConnection) {mConnection->ReceiveSignal(signal);}}
virtual void ReceiveSignal(T&)
{}
virtual void SignalDropped(Signaler<T>& signaler)
{mConnection = NULL;}
protected:
Signaler() :
mConnection(NULL)
{}
virtual ~Signaler()
{Disconnect();}
void Connect(Signaler<T>& source)
{mConnection = &source;}
void Disconnect(void)
{if (mConnection) {mConnection->SignalDropped(*this);} mConnection = NULL;}
// Prevent copy and assignment
Signaler(const Signaler&);
const Signaler& operator=(const Signaler&);
private:
Signaler<T>* mConnection;
};
#endif // __SIGNALER_H__

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _TARGA_H_
#define _TARGA_H_
/****************************************************************************
*
* 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
*
*----------------------------------------------------------------------------
*
* FILE
* Targa.h
*
* DESCRIPTION
* Targa image file class definitions.
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* DATE
* July 15, 1998
*
****************************************************************************/
#pragma pack(push, 1)
// If you wish to display loading error messages call targa functions inside of
// the following macro - for example TARGA_ERROR_HANDLER(targa.Open(filename, TGA_READMODE));
// The error code is returned back from the handler so it can be used in an expression.
long Targa_Error_Handler(long error_code,const char* filename);
#define TARGA_ERROR_HANDLER(call,filename) Targa_Error_Handler(call,filename)
/*---------------------------------------------------------------------------
* STRUCTURES AND RELATED DEFINITIONS
*-------------------------------------------------------------------------*/
/* TGAHeader - Targa Image File header.
*
* IDLength - Size of Image ID field
* ColorMapType - Color map type.
* ImageType - Image type code.
* CMapStart - Color map origin.
* CMapLength - Color map length.
* CMapDepth - Depth of color map entries.
* XOffset - X origin of image.
* YOffset - Y origin of image.
* Width - Width of image.
* Height - Height of image.
* PixelDepth - Image pixel size
* ImageDescriptor - Image descriptor byte.
*/
typedef struct _TGAHeader
{
char IDLength;
char ColorMapType;
char ImageType;
short CMapStart;
short CMapLength;
char CMapDepth;
short XOffset;
short YOffset;
short Width;
short Height;
char PixelDepth;
char ImageDescriptor;
} TGAHeader;
/* ImageType definiton */
#define TGA_NOIMAGE 0 /* No image data included in file */
#define TGA_CMAPPED 1 /* Color-mapped image data */
#define TGA_TRUECOLOR 2 /* Truecolor image data */
#define TGA_MONO 3 /* Monochrome image data */
#define TGA_CMAPPED_ENCODED 9 /* Color-mapped image data (Encoded) */
#define TGA_TRUECOLOR_ENCODED 10 /* Truecolor image data (Encoded) */
#define TGA_MONO_ENCODED 11 /* Monochrome image data (Encoded) */
/* ImageDescriptor definition */
#define TGAIDF_ATTRIB_BITS (0x0F<<0) /* Number of attribute bits per pixel */
#define TGAIDF_XORIGIN (1<<4)
#define TGAIDF_YORIGIN (1<<5)
/* Access modes. */
#define TGA_READMODE 0
#define TGA_WRITEMODE 1
#define TGA_RDWRMODE 2
/* Error codes */
#define TGAERR_OPEN -1
#define TGAERR_READ -2
#define TGAERR_WRITE -3
#define TGAERR_SYNTAX -4
#define TGAERR_NOMEM -5
#define TGAERR_NOTSUPPORTED -6
/* Flags definitions */
#define TGAF_IMAGE (1<<0)
#define TGAF_PAL (1<<1)
#define TGAF_COMPRESS (1<<2)
#define TGAF_TGA2 (1<<3)
/* Macro definitions */
#define TGA_BytesPerPixel(a) ((a+7) >> 3)
/*---------------------------------------------------------------------------
* TARGA 2.0 DEFINITIONS
*-------------------------------------------------------------------------*/
#define TGA2_SIGNATURE "TRUEVISION-XFILE"
/* TGA2Footer - Targa 2.0 footer
*
* Extension - Offset to the Extension area from start of file.
* Developer - Offset to the Developer area from start of file.
* Signature - 16 byte Targa 2.0 signature "TRUEVISION-XFILE"
* RsvdChar - Reserved character, must be ASCII "." (period)
* BZST - Binary Zero String Terminator.
*/
typedef struct _TGA2Footer
{
long Extension;
long Developer;
char Signature[16];
char RsvdChar;
char BZST;
_TGA2Footer() {}
} TGA2Footer;
/* TGA2DateStamp - A series of 3 WORD values which define the integer value
* for the date the image was saved.
*
* Month - Month number (1 - 12)
* Day - Day number (1 - 31)
* Year - Year number (4 digit, ie. 1989)
*/
typedef struct _TGA2DateStamp
{
short Month;
short Day;
short Year;
} TGA2DateStamp;
/* TGA2TimeStamp - A series of 3 WORD values which define the integer value
* for the time the image was saved.
*
* Hour - Hour number, military time (0 - 23)
* Minute - Minute number (0 - 59)
* Second - Second number (0 - 59)
*/
typedef struct _TGA2TimeStamp
{
short Hour;
short Minute;
short Second;
} TGA2TimeStamp;
/* TGA2SoftVer - Define the version of the software used to generate file.
*
* Number - Version number * 100
* Letter - Version letter
*/
typedef struct _TGA2SoftVer
{
short Number;
char Letter;
} TGA2SoftVer;
/* TGA2Ratio - Numerator and denominator which when taken together specify
* a ratio.
*
* Numer - Numerator
* Denom - Denominator (a value of zero indicates no ratio specified)
*/
typedef struct _TGA2Ratio
{
short Numer;
short Denom;
} TGA2Ratio;
/* TGA2Extension - Extension area, provided for additional file information.
* This data is pointed to by the Extension offset in the
* TGA2Footer.
*
* ExtSize - Extension area size. (495 bytes for 2.0)
* AuthName - Name of the person who created image (NULL terminated ASCII)
* AuthComment - Comments of the author (NULL terminated ASCII)
* DateStamp - Date the file was created. (See TGA2DateStamp)
* TimeStamp - Time the file was created. (See TGA2TimeStamp)
* JobName - Name of job image belongs to (NULL terminated ASCII)
* JobTime - Elapsed time of the job.
* SoftID - ID of software used to create image (NULL terminated ASCII)
* SoftVer - Version number of software used.
* KeyColor - Tranparent color value.
* Aspect - Pixel aspect ratio.
* Gamma - Fractional gamma value.
* ColorCor - Color correction table offset.
* PostStamp - Postage stamp image offset.
* ScanLine - Scan line table offset.
* Attributes - Alpha channel attributes. (Set defines below)
*/
typedef struct _TGA2Extension
{
short ExtSize;
char AuthName[41];
char AuthComment[324];
TGA2DateStamp Date;
TGA2TimeStamp Time;
char JobName[41];
TGA2TimeStamp JobTime;
char SoftID[41];
TGA2SoftVer SoftVer;
long KeyColor;
TGA2Ratio Aspect;
TGA2Ratio Gamma;
long ColorCor;
long PostStamp;
long ScanLine;
char Attributes;
} TGA2Extension;
/* Alpha channel attributes (Extension Area) */
#define EXTA_NOALPHA 0 /* No alpha data included */
#define EXTA_IGNORE 1 /* Undefined alpha data, can ignore */
#define EXTA_RETAIN 2 /* Undefined alpha data, should retain */
#define EXTA_USEFUL 3 /* Useful alpha channel */
#define EXTA_PREMULT 4 /* Pre-Multiplied alpha data */
#pragma pack(pop)
/*
** This define changes this code from code that works with standard IO calls,
** to code that uses FileClass and FileFactoryClass.
*/
#define TGA_USES_WWLIB_FILE_CLASSES
#ifdef TGA_USES_WWLIB_FILE_CLASSES
class FileClass;
#endif
/*---------------------------------------------------------------------------
* CLASS DEFINITION
*-------------------------------------------------------------------------*/
class Targa
{
public:
/* Constructor/destructor */
Targa(void);
~Targa();
/* Function prototypes. */
long Open(const char* name, long mode);
void Close(void);
long Load(const char* name, char* palette, char* image,bool invert_image=true);
long Load(const char* name, long flags, bool invert_image=true);
long Save(const char* name, long flags, bool addextension = false);
void XFlip(void);
void YFlip(void);
char* SetImage(char* buffer);
char* GetImage(void) const {return (mImage);}
char* SetPalette(char* buffer);
char* GetPalette(void) const {return (mPalette);}
bool IsCompressed(void);
TGA2Extension* GetExtension(void);
TGAHeader Header;
protected:
#ifdef TGA_USES_WWLIB_FILE_CLASSES
FileClass *TGAFile;
#else
long mFH;
#endif
long mAccess;
long mFlags;
char* mImage;
char* mPalette;
TGA2Extension mExtension;
private:
// Utility functions
long DecodeImage(void);
long EncodeImage(void);
void InvertImage(void);
// These functions are for ease of ifdef'ing between standard io calls
// and FileClass.
void Clear_File(void);
bool Is_File_Open(void);
bool File_Open_Read(const char* name);
bool File_Open_Write(const char* name);
bool File_Open_ReadWrite(const char* name);
int File_Seek(int pos, int dir);
int File_Read(void *buffer, int size);
int File_Write(void *buffer, int size);
};
#endif /* _TARGA_H_ */

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* NAME
* $Archive: /Commando/Code/wwlib/WWCOMUtil.cpp $
*
* DESCRIPTION
* COM utility functions and macros
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 2 $
* $Modtime: 8/02/01 3:00p $
*
******************************************************************************/
#include "WWCOMUtil.h"
/******************************************************************************
*
* NAME
* Dispatch_GetProperty
*
* DESCRIPTION
*
* INPUTS
* Dispatch - Dispatch interface pointer.
* Property - Name of property to get.
* Value - Property value.
*
* RESULT
*
******************************************************************************/
STDMETHODIMP Dispatch_GetProperty(IDispatch* object, const OLECHAR* propName,
VARIANT* result)
{
result->vt = VT_EMPTY;
result->lVal = 0;
// Get the dispid for the named property
OLECHAR* member = const_cast<OLECHAR*>(propName);
DISPID dispid;
HRESULT hr = object->GetIDsOfNames(IID_NULL, &member, 1,
LOCALE_SYSTEM_DEFAULT, &dispid);
if (SUCCEEDED(hr))
{
// Get the property
DISPPARAMS params = {NULL, NULL, 0, 0};
UINT argErr = 0;
hr = object->Invoke(dispid, IID_NULL, LOCALE_SYSTEM_DEFAULT,
DISPATCH_PROPERTYGET, &params, result, NULL, &argErr);
}
return hr;
}
/******************************************************************************
*
* NAME
* Dispatch_PutProperty
*
* DESCRIPTION
*
* INPUTS
* Dispatch - Dispatch interface pointer.
* Property - Name of property to put.
* Value - Property value.
*
* RESULT
*
******************************************************************************/
STDMETHODIMP Dispatch_PutProperty(IDispatch* object, const OLECHAR* propName,
VARIANT* propValue)
{
// Get the dispid for the named property
OLECHAR* member = const_cast<OLECHAR*>(propName);
DISPID dispid;
HRESULT hr = object->GetIDsOfNames(IID_NULL, &member, 1,
LOCALE_SYSTEM_DEFAULT, &dispid);
if (SUCCEEDED(hr))
{
// Get the property
DISPPARAMS params = {NULL, NULL, 0, 0};
params.cArgs = 1;
params.rgvarg = propValue;
VARIANT result;
UINT argErr = 0;
hr = object->Invoke(dispid, IID_NULL, LOCALE_SYSTEM_DEFAULT,
DISPATCH_PROPERTYPUT, &params, &result, NULL, &argErr);
}
return hr;
}
/******************************************************************************
*
* NAME
* Dispatch_InvokeMethod
*
* DESCRIPTION
*
* INPUTS
* Dispatch - Dispatch interface pointer.
* Method - Method name
* Params - Parameters
* Result - On return; result of method call
*
* RESULT
*
******************************************************************************/
STDMETHODIMP Dispatch_InvokeMethod(IDispatch* object, const OLECHAR* methodName,
DISPPARAMS* params, VARIANT* result)
{
// Get the dispid for the named property
OLECHAR* member = const_cast<OLECHAR*>(methodName);
DISPID dispid;
HRESULT hr = object->GetIDsOfNames(IID_NULL, &member, 1,
LOCALE_SYSTEM_DEFAULT, &dispid);
if (SUCCEEDED(hr))
{
UINT argErr = 0;
hr = object->Invoke(dispid, IID_NULL, LOCALE_SYSTEM_DEFAULT,
DISPATCH_METHOD, params, result, NULL, &argErr);
}
return hr;
}
/******************************************************************************
*
* NAME
* RegisterCOMServer
*
* DESCRIPTION
* Register an in-process COM server DLL.
*
* INPUTS
* DLLName - Name of DLL to register.
*
* RESULT
* Success - True if operation successful.
*
******************************************************************************/
bool RegisterCOMServer(const char* dllName)
{
bool success = false;
HINSTANCE hInst = LoadLibrary(dllName);
if (hInst != NULL)
{
FARPROC regServerProc = GetProcAddress(hInst, "DllRegisterServer");
if (regServerProc != NULL)
{
HRESULT hr = regServerProc();
success = SUCCEEDED(hr);
}
FreeLibrary(hInst);
}
return success;
}
/******************************************************************************
*
* NAME
* UnregisterCOMServer
*
* DESCRIPTION
* Unregister a in-process COM server DLL.
*
* INPUTS
* DLLName - Name of DLL to unregister.
*
* RESULT
* Success - True if operation successful.
*
******************************************************************************/
bool UnregisterCOMServer(const char* dllName)
{
bool success = false;
HINSTANCE hInst = LoadLibrary(dllName);
if (hInst != NULL)
{
FARPROC unregServerProc = GetProcAddress(hInst, "DllUnregisterServer");
if (unregServerProc != NULL)
{
HRESULT hr = unregServerProc();
success = SUCCEEDED(hr);
}
FreeLibrary(hInst);
}
return success;
}

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* NAME
* $Archive: /Commando/Code/wwlib/WWCOMUtil.h $
*
* DESCRIPTION
* COM utility functions and macros
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Denzil_l $
*
* VERSION INFO
* $Revision: 3 $
* $Modtime: 8/02/01 3:00p $
*
******************************************************************************/
#ifndef __WWCOMUTIL_H__
#define __WWCOMUTIL_H__
#include <oaidl.h>
//! Invoke PropertyGet on IDispatch interface.
HRESULT STDMETHODCALLTYPE Dispatch_GetProperty(IDispatch* object,
const OLECHAR* propName, VARIANT* result);
//! Invoke PropertyPut on IDispatch interface.
HRESULT STDMETHODCALLTYPE Dispatch_PutProperty(IDispatch* object,
const OLECHAR* propName, VARIANT* propValue);
//! Invoke Method on IDispatch interface.
HRESULT STDMETHODCALLTYPE Dispatch_InvokeMethod(IDispatch* object,
const OLECHAR* methodName, DISPPARAMS* params, VARIANT* result);
//! Register COM in-process DLL server
bool RegisterCOMServer(const char* dllName);
//! Unregister COM in-process DLL server
bool UnregisterCOMServer(const char* dllName);
#endif // __WWCOMUTIL_H__

46
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Code/Library/_Convert.cpp $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 2/10/98 4:20p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "always.h"
#include "_convert.h"
ConvertClass * VoxelDrawer = NULL;
ConvertClass * UnitDrawer = NULL;
ConvertClass * TerrainDrawer = NULL;
ConvertClass * AnimDrawer = NULL;
ConvertClass * NormalDrawer = NULL;
ConvertClass * IsometricDrawer = NULL;

49
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Library/_Convert.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 7/22/97 11:37a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef _CONVERT_H
#define _CONVERT_H
#include "convert.h"
extern ConvertClass * VoxelDrawer;
extern ConvertClass * UnitDrawer;
extern ConvertClass * TerrainDrawer;
extern ConvertClass * AnimDrawer;
extern ConvertClass * NormalDrawer;
extern ConvertClass * IsometricDrawer;
#endif

47
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /Commando/Library/_mono.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 7/22/97 11:37a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "always.h"
#include "_mono.h"
/*
** This is the global (general purpose) mono object. It exists only for the convenience of
** debugging mono printing.
*/
MonoClass Mono;

52
Code/wwlib/_mono.h Normal file
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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* $Archive:: /G/wwlib/_mono.h $*
* *
* $Author:: Eric_c $*
* *
* $Modtime:: 4/02/99 11:58a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if _MSC_VER >= 1000
#pragma once
#endif // _MSC_VER >= 1000
#ifndef _MONO_H
#define _MONO_H
#include "mono.h"
/*
** This externs the global mono object. There can be only one.
*/
extern MonoClass Mono;
#endif

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