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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/lightphys.cpp
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160
Code/wwphys/lightphys.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/lightphys.cpp $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/01/02 3:32p $*
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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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#include "lightphys.h"
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#include "w3d_file.h"
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#include "chunkio.h"
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#include "light.h"
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#include "matrix3.h"
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#include "persistfactory.h"
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#include "wwphysids.h"
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#include "lightexclude.h"
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#include "wwhack.h"
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#include "vistable.h"
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DECLARE_FORCE_LINK(lightphys);
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/*
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** Declare a PersistFactory for LightPhysClasses
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*/
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SimplePersistFactoryClass<LightPhysClass,PHYSICS_CHUNKID_LIGHTPHYS> _LightPhysFactory;
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/*
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** Chunk ID's used by LightPhysClass
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*/
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enum
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{
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LIGHTPHYS_CHUNK_DECOPHYS = 0x00770010,
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LIGHTPHYS_CHUNK_VARIABLES,
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LIGHTPHYS_VARIABLE_VISSECTORID = 0x00,
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LIGHTPHYS_VARIABLE_GROUPID,
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};
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LightPhysClass::LightPhysClass(bool auto_allocate_light) :
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VisSectorID(0xFFFFFFFF),
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GroupID(0)
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{
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if (auto_allocate_light) {
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LightClass * new_light = NEW_REF(LightClass,());
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Set_Model(new_light);
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new_light->Release_Ref();
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}
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}
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void LightPhysClass::Set_Model(RenderObjClass * model)
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{
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DecorationPhysClass::Set_Model(model);
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}
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int LightPhysClass::Is_Vis_Object_Visible(int vis_object_id)
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{
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if (VisSectorID == 0xFFFFFFFF) {
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return 1;
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}
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VisTableClass * pvs = PhysicsSceneClass::Get_Instance()->Get_Vis_Table(VisSectorID);
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if (pvs != NULL) {
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int vis_bit = pvs->Get_Bit(vis_object_id);
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REF_PTR_RELEASE(pvs);
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return vis_bit;
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}
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return 1;
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}
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const PersistFactoryClass & LightPhysClass::Get_Factory (void) const
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{
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return _LightPhysFactory;
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}
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bool LightPhysClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk(LIGHTPHYS_CHUNK_DECOPHYS);
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DecorationPhysClass::Save(csave);
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csave.End_Chunk();
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csave.Begin_Chunk(LIGHTPHYS_CHUNK_VARIABLES);
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WRITE_MICRO_CHUNK(csave,LIGHTPHYS_VARIABLE_VISSECTORID,VisSectorID);
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WRITE_MICRO_CHUNK(csave,LIGHTPHYS_VARIABLE_GROUPID,GroupID);
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csave.End_Chunk();
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return true;
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}
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bool LightPhysClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case LIGHTPHYS_CHUNK_DECOPHYS:
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DecorationPhysClass::Load(cload);
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break;
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case LIGHTPHYS_CHUNK_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK(cload,LIGHTPHYS_VARIABLE_VISSECTORID,VisSectorID);
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READ_MICRO_CHUNK(cload,LIGHTPHYS_VARIABLE_GROUPID,GroupID);
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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WWDEBUG_SAY(("Unhandled Chunk: 0x%X File: %s Line: %d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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//(gth) turn off the disabled flag, let the building re-set this when it updates its state.
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Set_Disabled(false);
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void LightPhysClass::On_Post_Load(void)
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{
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// Set our cull box but don't let the culling system re-insert us.
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Set_Cull_Box(Model->Get_Bounding_Box(),true);
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}
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