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Initial commit of Command & Conquer Renegade source code.
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219
Code/wwphys/terrainmaterial.cpp
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219
Code/wwphys/terrainmaterial.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 : leveledit *
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* *
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* $Archive:: /Commando/Code/wwphys/terrainmaterial.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 3/08/02 2:52p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "terrainmaterial.h"
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#include "texture.h"
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#include "assetmgr.h"
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#include "chunkio.h"
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#include "w3d_file.h"
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////////////////////////////////////////////////////////////////
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// Local constants
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////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x02261040,
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};
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enum
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{
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VARID_XXXXXXX_XXXX = 0x01,
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VARID_METERS_PER_TILE,
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VARID_TEXTURE_NAME,
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VARID_MIRRORED_UVS,
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VARID_SURFACE_TYPE,
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};
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//////////////////////////////////////////////////////////////////////
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//
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// TerrainMaterialClass
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//
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//////////////////////////////////////////////////////////////////////
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TerrainMaterialClass::TerrainMaterialClass (void) :
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Texture (NULL),
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MetersPerTile (10.0F),
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SurfaceType (0),
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AreUVsMirrored (false)
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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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// ~TerrainMaterialClass
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//
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//////////////////////////////////////////////////////////////////////
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TerrainMaterialClass::~TerrainMaterialClass (void)
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{
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//
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// Release the texture
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//
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REF_PTR_RELEASE (Texture);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Set_Texture
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//
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//////////////////////////////////////////////////////////////////////
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void
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TerrainMaterialClass::Set_Texture (const char *texture_name)
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{
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//
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// Release the old texture
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//
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REF_PTR_RELEASE (Texture);
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//
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// Load the new texture
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//
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TextureName = texture_name;
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#ifndef PARAM_EDITING_ON
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const char *dir_delim = ::strrchr (texture_name, '\\');
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if (dir_delim != NULL) {
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TextureName = dir_delim + 1;
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}
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#endif
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Texture = WW3DAssetManager::Get_Instance ()->Get_Texture (TextureName);
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////
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void
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TerrainMaterialClass::Set_Surface_Type (int type)
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{
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if ((type >= 0) && (type < SURFACE_TYPE_MAX)) {
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SurfaceType = type;
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}
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Save
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//
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//////////////////////////////////////////////////////////////////////
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bool
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TerrainMaterialClass::Save (ChunkSaveClass &csave)
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{
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//
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// Write the variables
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//
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_TEXTURE_NAME, TextureName);
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WRITE_MICRO_CHUNK (csave, VARID_METERS_PER_TILE, MetersPerTile);
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WRITE_MICRO_CHUNK (csave, VARID_MIRRORED_UVS, AreUVsMirrored);
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WRITE_MICRO_CHUNK (csave, VARID_SURFACE_TYPE, SurfaceType);
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csave.End_Chunk ();
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return true;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Load
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//
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//////////////////////////////////////////////////////////////////////
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bool
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TerrainMaterialClass::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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//
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// Load all the variables from this chunk
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//
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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//
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// Load the texture into memory
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//
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Set_Texture (TextureName);
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return true;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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////////////////////////////////////////////////////////////////
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void
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TerrainMaterialClass::Load_Variables (ChunkLoadClass &cload)
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{
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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//
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// Read each of the microchunks
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//
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READ_MICRO_CHUNK_WWSTRING (cload, VARID_TEXTURE_NAME, TextureName);
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READ_MICRO_CHUNK (cload, VARID_METERS_PER_TILE, MetersPerTile);
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READ_MICRO_CHUNK (cload, VARID_MIRRORED_UVS, AreUVsMirrored);
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READ_MICRO_CHUNK (cload, VARID_SURFACE_TYPE, SurfaceType);
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}
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cload.Close_Micro_Chunk ();
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}
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//
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// Enforcing that the surface type is valid; the game will assert this later otherwise...
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// Also fixed it on the editor side, surface types are initialized to zero.
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//
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if ((SurfaceType < 0) || (SurfaceType >= SURFACE_TYPE_MAX)) {
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SurfaceType = 0;
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}
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return ;
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}
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