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CnC_Renegade/Code/Combat/simplegameobj.cpp

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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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/simplegameobj.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 10/10/01 1:43p $*
* *
* $Revision:: 29 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "simplegameobj.h"
#include "combat.h"
#include "animcontrol.h"
#include "pscene.h"
#include "persistfactory.h"
#include "combatchunkid.h"
#include "debug.h"
#include "simpledefinitionfactory.h"
#include "wwhack.h"
#include "phys.h"
#include "apppackettypes.h"
/*
** SimpleGameObjDef
*/
DECLARE_FORCE_LINK( Simple )
SimplePersistFactoryClass<SimpleGameObjDef, CHUNKID_GAME_OBJECT_DEF_SIMPLE> _SimpleGameObjDefPersistFactory;
DECLARE_DEFINITION_FACTORY(SimpleGameObjDef, CLASSID_GAME_OBJECT_DEF_SIMPLE, "Simple") _SimpleGameObjDefDefFactory;
SimpleGameObjDef::SimpleGameObjDef( void ) :
IsEditorObject( false ),
IsHiddenObject( false ),
PlayerTerminalType( PlayerTerminalClass::TYPE_NONE )
{
MODEL_DEF_PARAM( SimpleGameObjDef, PhysDefID, "PhysDef" );
EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsEditorObject );
EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsHiddenObject );
#ifdef PARAM_EDITING_ON
//
// Configure the orator types parameter
//
EnumParameterClass *pt_type_param = new EnumParameterClass( (int *)&PlayerTerminalType );
pt_type_param->Set_Name( "Player Terminal Type" );
pt_type_param->Add_Value( "<None>", PlayerTerminalClass::TYPE_NONE );
pt_type_param->Add_Value( "GDI", PlayerTerminalClass::TYPE_GDI );
pt_type_param->Add_Value( "NOD", PlayerTerminalClass::TYPE_NOD );
pt_type_param->Add_Value( "Mutant", PlayerTerminalClass::TYPE_MUTANT );
GENERIC_EDITABLE_PARAM( SimpleGameObjDef, pt_type_param );
#endif
return ;
}
uint32 SimpleGameObjDef::Get_Class_ID (void) const
{
return CLASSID_GAME_OBJECT_DEF_SIMPLE;
}
PersistClass * SimpleGameObjDef::Create( void ) const
{
SimpleGameObj * obj = new SimpleGameObj;
obj->Init( *this );
return obj;
}
enum {
CHUNKID_DEF_PARENT = 930991656,
CHUNKID_DEF_VARIABLES,
MICROCHUNKID_DEF_IS_EDITOR_OBJECT = 1,
MICROCHUNKID_DEF_IS_HIDDEN_OBJECT,
MICROCHUNKID_DEF_PLAYER_TERM_TYPE
};
bool SimpleGameObjDef::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_DEF_PARENT );
PhysicalGameObjDef::Save( csave );
csave.End_Chunk();
csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
csave.End_Chunk();
return true;
}
bool SimpleGameObjDef::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_DEF_PARENT:
PhysicalGameObjDef::Load( cload );
break;
case CHUNKID_DEF_VARIABLES:
while (cload.Open_Micro_Chunk()) {
switch(cload.Cur_Micro_Chunk_ID()) {
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
default:
Debug_Say(( "Unrecognized SimpleDef Variable chunkID\n" ));
break;
}
cload.Close_Micro_Chunk();
}
break;
default:
Debug_Say(( "Unrecognized SimpleDef chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
const PersistFactoryClass & SimpleGameObjDef::Get_Factory (void) const
{
return _SimpleGameObjDefPersistFactory;
}
/*
** SimpleGameObj
*/
SimplePersistFactoryClass<SimpleGameObj, CHUNKID_GAME_OBJECT_SIMPLE> _SimpleGameObjPersistFactory;
const PersistFactoryClass & SimpleGameObj::Get_Factory (void) const
{
return _SimpleGameObjPersistFactory;
}
/*
**
*/
SimpleGameObj::SimpleGameObj()
{
Set_App_Packet_Type(APPPACKETTYPE_SIMPLE);
//WWDEBUG_SAY(("SimpleGameObj::SimpleGameObj\n"));
/*
if (Get_Definition().Get_Name() != NULL) {
WWDEBUG_SAY((" for %s\n", Get_Definition().Get_Name()));
}
/**/
}
SimpleGameObj::~SimpleGameObj()
{
}
/*
**
*/
void SimpleGameObj::Init( void )
{
Init( Get_Definition() );
/*
if (Get_Definition().Get_Name() != NULL) {
WWDEBUG_SAY(("SimpleGameObj::Init for %s\n", Get_Definition().Get_Name()));
}
/**/
}
void SimpleGameObj::Init( const SimpleGameObjDef & definition )
{
PhysicalGameObj::Init( definition );
}
const SimpleGameObjDef & SimpleGameObj::Get_Definition( void ) const
{
return (const SimpleGameObjDef &)BaseGameObj::Get_Definition();
}
/*
** SimpleGameObj Save and Load
*/
enum {
CHUNKID_PARENT = 927991712,
CHUNKID_VARIABLES,
XXXCHUNKID_ANIM_CONTROL,
XXXMICROCHUNKID_PHYSOBJ = 1,
};
bool SimpleGameObj::Save( ChunkSaveClass & csave )
{
csave.Begin_Chunk( CHUNKID_PARENT );
PhysicalGameObj::Save( csave );
csave.End_Chunk();
return true;
}
bool SimpleGameObj::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case CHUNKID_PARENT:
PhysicalGameObj::Load( cload );
break;
default:
Debug_Say(( "Unrecognized SimpleGameObj chunkID\n" ));
break;
}
cload.Close_Chunk();
}
SaveLoadSystemClass::Register_Post_Load_Callback(this);
return true;
}
void SimpleGameObj::On_Post_Load( void )
{
PhysicalGameObj::On_Post_Load();
// NOTE: the On_Post_Load function is only run when loading a level in the game engine
// so we can put game-specific behavior into this function without messing up the level
// editor.
if ( Get_Definition().IsEditorObject ) {
// Switch to a NULL model
Peek_Physical_Object()->Set_Model_By_Name( "NULL" );
// Add clear anim_control
if ( Get_Anim_Control() != NULL ) {
Get_Anim_Control()->Set_Model( Peek_Model() );
}
}
if ( Is_Hidden_Object() ) {
RenderObjClass * model = Peek_Physical_Object()->Peek_Model();
if (model) {
model->Set_Hidden(true);
}
}
/*
if (Get_Definition().Get_Name() != NULL) {
WWDEBUG_SAY(("SimpleGameObj::On_Post_Load for %s\n", Get_Definition().Get_Name()));
}
*/
}