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			244 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "loadland.hpp"
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#include "esmreader.hpp"
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#include "esmwriter.hpp"
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namespace ESM
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{
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void Land::LandData::save(ESMWriter &esm)
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{
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    if (mDataTypes & Land::DATA_VNML) {
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        esm.writeHNT("VNML", mNormals, sizeof(VNML));
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    }
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    if (mDataTypes & Land::DATA_VHGT) {
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        static VHGT offsets;
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        offsets.mHeightOffset = mHeights[0] / HEIGHT_SCALE;
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        offsets.mUnk1 = mUnk1;
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        offsets.mUnk2 = mUnk2;
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        float prevY = mHeights[0], prevX;
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        int number = 0; // avoid multiplication
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        for (int i = 0; i < LAND_SIZE; ++i) {
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            float diff = (mHeights[number] - prevY) / HEIGHT_SCALE;
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            offsets.mHeightData[number] =
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                (diff >= 0) ? (int8_t) (diff + 0.5) : (int8_t) (diff - 0.5);
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            prevX = prevY = mHeights[number];
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            ++number;
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            for (int j = 1; j < LAND_SIZE; ++j) {
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                diff = (mHeights[number] - prevX) / HEIGHT_SCALE;
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                offsets.mHeightData[number] =
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                    (diff >= 0) ? (int8_t) (diff + 0.5) : (int8_t) (diff - 0.5);
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                prevX = mHeights[number];
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                ++number;
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            }
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        }
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        esm.writeHNT("VHGT", offsets, sizeof(VHGT));
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    }
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    if (mDataTypes & Land::DATA_WNAM) {
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        esm.writeHNT("WNAM", mWnam, 81);
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    }
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    if (mDataTypes & Land::DATA_VCLR) {
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        esm.writeHNT("VCLR", mColours, 3*LAND_NUM_VERTS);
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    }
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    if (mDataTypes & Land::DATA_VTEX) {
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        static uint16_t vtex[LAND_NUM_TEXTURES];
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        transposeTextureData(mTextures, vtex);
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        esm.writeHNT("VTEX", vtex, sizeof(vtex));
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    }
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}
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void Land::LandData::transposeTextureData(uint16_t *in, uint16_t *out)
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{
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    int readPos = 0; //bit ugly, but it works
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    for ( int y1 = 0; y1 < 4; y1++ )
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        for ( int x1 = 0; x1 < 4; x1++ )
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            for ( int y2 = 0; y2 < 4; y2++)
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                for ( int x2 = 0; x2 < 4; x2++ )
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                    out[(y1*4+y2)*16+(x1*4+x2)] = in[readPos++];
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}
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Land::Land()
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    : mFlags(0)
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    , mX(0)
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    , mY(0)
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    , mEsm(NULL)
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//    , hasData(false)
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    , mDataTypes(0)
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    , mDataLoaded(false)
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    , mLandData(NULL)
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{
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}
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Land::~Land()
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{
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    delete mLandData;
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}
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void Land::load(ESMReader &esm)
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{
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    mEsm = &esm;
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    mPlugin = mEsm->getIndex();
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    // Get the grid location
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    esm.getSubNameIs("INTV");
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    esm.getSubHeaderIs(8);
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    esm.getT<int>(mX);
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    esm.getT<int>(mY);
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    esm.getHNT(mFlags, "DATA");
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    // Store the file position
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    mContext = esm.getContext();
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    mHasData = false;
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    // Skip these here. Load the actual data when the cell is loaded.
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    if (esm.isNextSub("VNML"))
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    {
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        esm.skipHSubSize(12675);
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        mDataTypes |= DATA_VNML;
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    }
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    if (esm.isNextSub("VHGT"))
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    {
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        esm.skipHSubSize(4232);
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        mDataTypes |= DATA_VHGT;
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    }
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    if (esm.isNextSub("WNAM"))
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    {
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        esm.skipHSubSize(81);
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        mDataTypes |= DATA_WNAM;
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    }
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    if (esm.isNextSub("VCLR"))
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    {
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        esm.skipHSubSize(12675);
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        mDataTypes |= DATA_VCLR;
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    }
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    if (esm.isNextSub("VTEX"))
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    {
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        esm.skipHSubSize(512);
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        mDataTypes |= DATA_VTEX;
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    }
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    // We need all three of VNML, VHGT and VTEX in order to use the
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    // landscape. (Though Morrowind seems to accept terrain without VTEX/VCLR entries)
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    mHasData = mDataTypes & (DATA_VNML|DATA_VHGT|DATA_WNAM);
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    mDataLoaded = 0;
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    mLandData = NULL;
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}
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void Land::save(ESMWriter &esm)
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{
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    esm.startSubRecord("INTV");
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    esm.writeT(mX);
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    esm.writeT(mY);
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    esm.endRecord("INTV");
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    esm.writeHNT("DATA", mFlags);
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    // TODO: Land!
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    bool wasLoaded = mDataLoaded;
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    if (mDataTypes) {
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        // Try to load all available data before saving
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        loadData(mDataTypes);
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    }
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    if (mDataLoaded)
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        mLandData->save(esm);
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    if (!wasLoaded)
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        unloadData(); // Don't need to keep the data loaded if it wasn't already
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}
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/// \todo remove memory allocation when only defaults needed
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void Land::loadData(int flags)
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{
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    // Try to load only available data
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    int actual = flags & mDataTypes;
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    // Return if all required data is loaded
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    if (flags == 0 || (actual != 0 && (mDataLoaded & actual) == actual)) {
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        return;
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    }
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    // Create storage if nothing is loaded
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    if (mLandData == NULL) {
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        mLandData = new LandData;
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        mLandData->mDataTypes = mDataTypes;
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    }
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    mEsm->restoreContext(mContext);
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    memset(mLandData->mNormals, 0, LAND_NUM_VERTS * 3);
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    if (mEsm->isNextSub("VNML")) {
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        condLoad(actual, DATA_VNML, mLandData->mNormals, sizeof(VNML));
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    }
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    if (mEsm->isNextSub("VHGT")) {
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        static VHGT vhgt;
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        if (condLoad(actual, DATA_VHGT, &vhgt, sizeof(vhgt))) {
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            float rowOffset = vhgt.mHeightOffset;
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            for (int y = 0; y < LAND_SIZE; y++) {
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                rowOffset += vhgt.mHeightData[y * LAND_SIZE];
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                mLandData->mHeights[y * LAND_SIZE] = rowOffset * HEIGHT_SCALE;
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                float colOffset = rowOffset;
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                for (int x = 1; x < LAND_SIZE; x++) {
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                    colOffset += vhgt.mHeightData[y * LAND_SIZE + x];
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                    mLandData->mHeights[x + y * LAND_SIZE] = colOffset * HEIGHT_SCALE;
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                }
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            }
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            mLandData->mUnk1 = vhgt.mUnk1;
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            mLandData->mUnk2 = vhgt.mUnk2;
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        }
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    } else if ((flags & DATA_VHGT) && (mDataLoaded & DATA_VHGT) == 0) {
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        for (int i = 0; i < LAND_NUM_VERTS; ++i) {
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            mLandData->mHeights[i] = -256.0f * HEIGHT_SCALE;
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        }
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        mDataLoaded |= DATA_VHGT;
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    }
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    if (mEsm->isNextSub("WNAM")) {
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        condLoad(actual, DATA_WNAM, mLandData->mWnam, 81);
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    }
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    if (mEsm->isNextSub("VCLR")) {
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        mLandData->mUsingColours = true;
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        condLoad(actual, DATA_VCLR, mLandData->mColours, 3 * LAND_NUM_VERTS);
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    } else {
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        mLandData->mUsingColours = false;
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    }
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    if (mEsm->isNextSub("VTEX")) {
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        static uint16_t vtex[LAND_NUM_TEXTURES];
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        if (condLoad(actual, DATA_VTEX, vtex, sizeof(vtex))) {
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            LandData::transposeTextureData(vtex, mLandData->mTextures);
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        }
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    } else if ((flags & DATA_VTEX) && (mDataLoaded & DATA_VTEX) == 0) {
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        memset(mLandData->mTextures, 0, sizeof(mLandData->mTextures));
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        mDataLoaded |= DATA_VTEX;
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    }
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}
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void Land::unloadData()
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{
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    if (mDataLoaded)
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    {
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        delete mLandData;
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        mLandData = NULL;
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        mDataLoaded = 0;
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    }
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}
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bool Land::condLoad(int flags, int dataFlag, void *ptr, unsigned int size)
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{
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    if ((mDataLoaded & dataFlag) == 0 && (flags & dataFlag) != 0) {
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        mEsm->getHExact(ptr, size);
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        mDataLoaded |= dataFlag;
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        return true;
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    }
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    mEsm->skipHSubSize(size);
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    return false;
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}
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}
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