627 lines
15 KiB
C++
627 lines
15 KiB
C++
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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/Tools/LevelEdit/BuildingNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/13/01 9:44a $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "buildingnode.h"
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#include "buildingchildnode.h"
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#include "sceneeditor.h"
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#include "filemgr.h"
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#include "_assetmgr.h"
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#include "editorassetmgr.h"
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#include "w3d_file.h"
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#include "cameramgr.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "preset.h"
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#include "editorchunkids.h"
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#include "modelutils.h"
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#include "vehiclefactorygameobj.h"
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#include "refinerygameobj.h"
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#include "nodemgr.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<BuildingNodeClass, CHUNKID_NODE_BUILDING> _BuildingNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x09071125,
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CHUNKID_BASE_CLASS,
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};
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enum
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{
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VARID_VISOBJECTID = 0x01,
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VARID_VISSECTORID,
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VARID_CHILD_NODE
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::BuildingNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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ObjectNodeClass (preset)
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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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// BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::BuildingNodeClass (const BuildingNodeClass &src)
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: m_PhysObj (NULL),
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ObjectNodeClass (NULL)
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{
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(*this) = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::~BuildingNodeClass (void)
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{
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Free_Child_Nodes ();
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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BuildingNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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//
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// Load the model we want to use to identify the building controller
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//
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RenderObjClass *render_obj = ::Create_Render_Obj ("BUILDINGICON");
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if (render_obj != NULL) {
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//
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// Create the new physics object
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//
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m_PhysObj = new DecorationPhysClass;
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m_PhysObj->Set_Model (render_obj);
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Set_Transform (m_Transform);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_0);
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render_obj->Release_Ref ();
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}
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ObjectNodeClass::Initialize ();
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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BuildingNodeClass::Get_Factory (void) const
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{
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return _BuildingNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const BuildingNodeClass &
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BuildingNodeClass::operator= (const BuildingNodeClass &src)
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{
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//
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// Start fresh
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//
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Free_Child_Nodes ();
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//
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// Copy the child node list
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//
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for (int index = 0; index < src.m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = src.m_ChildNodes[index];
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if (child_node != NULL) {
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Add_Child_Node (child_node->Get_Transform ());
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}
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}
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NodeClass::operator= (src);
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return *this;
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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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BuildingNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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ObjectNodeClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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//
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// Save the list of child node transforms
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//
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for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = m_ChildNodes[index];
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if (child_node != NULL) {
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Matrix3D tm = child_node->Get_Transform ();
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WRITE_MICRO_CHUNK (csave, VARID_CHILD_NODE, tm);
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}
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}
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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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BuildingNodeClass::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 CHUNKID_BASE_CLASS:
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ObjectNodeClass::Load (cload);
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break;
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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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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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bool
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BuildingNodeClass::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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case VARID_CHILD_NODE:
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{
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//
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// Read the child node's transfrom from the chunk
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//
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Matrix3D tm;
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cload.Read (&tm, sizeof (tm));
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//
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// Add a new child node at this location
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//
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Add_Child_Node (tm);
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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BuildingNodeClass::Pre_Export (void)
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{
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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//
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// Configure the building object (if necessary)
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//
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BuildingGameObj *building = Get_Building ();
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if (building != NULL) {
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//
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// What type of building is this?
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//
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if (building->As_VehicleFactoryGameObj () != NULL) {
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VehicleFactoryGameObj *airstrip = building->As_VehicleFactoryGameObj ();
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//
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// Configure the factory's creation transform
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//
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if (m_ChildNodes.Count () > 0) {
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airstrip->Set_Creation_TM (m_ChildNodes[0]->Get_Transform ());
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}
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} else if (building->As_RefineryGameObj () != NULL) {
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RefineryGameObj *refinery = building->As_RefineryGameObj ();
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//
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// Configure the refinery's docking transform
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//
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if (m_ChildNodes.Count () > 0) {
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refinery->Set_Dock_TM (m_ChildNodes[0]->Get_Transform ());
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}
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}
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}
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//
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// Pass the Pre_Export call onto any child nodes as well
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//
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for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = m_ChildNodes[index];
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EditorLineClass *line = m_ChildLines[index];
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//
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// Remove the line from the scene
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//
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::Get_Scene_Editor ()->Remove_Object (line);
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}
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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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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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BuildingNodeClass::Post_Export (void)
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{
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
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//
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// Pass the Post_Export call onto any child nodes as well
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//
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for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = m_ChildNodes[index];
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EditorLineClass *line = m_ChildLines[index];
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//
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// Add the line back into the world
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//
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::Get_Scene_Editor ()->Add_Dynamic_Object (line);
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}
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Add_Child_Node
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//
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//////////////////////////////////////////////////////////////////////
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NodeClass *
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BuildingNodeClass::Add_Child_Node (const Matrix3D &tm)
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{
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BuildingChildNodeClass *child_node = new BuildingChildNodeClass;
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child_node->Initialize ();
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child_node->Set_Transform (tm);
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child_node->Set_Building (this);
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NodeMgrClass::Setup_Node_Identity (*child_node);
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m_ChildNodes.Add (child_node);
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//
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// Create and add the line from the building to the child node
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//
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EditorLineClass *line = new EditorLineClass;
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line->Reset (m_Transform.Get_Translation (), tm.Get_Translation ());
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m_ChildLines.Add (line);
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//
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// Add the objects to the scene if necessary
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//
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if (m_IsInScene) {
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child_node->Add_To_Scene ();
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::Get_Scene_Editor ()->Add_Dynamic_Object (line);
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}
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return child_node;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Can_Add_Child_Nodes
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//
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//////////////////////////////////////////////////////////////////////
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bool
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BuildingNodeClass::Can_Add_Child_Nodes (void) const
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{
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bool retval = false;
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BuildingGameObj *building = Get_Building ();
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if (building != NULL) {
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//
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// Is this one of the types of buildings which need
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// child nodes?
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//
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if (building->As_VehicleFactoryGameObj () != NULL) {
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//
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// This type of building can only have one child node
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//
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if (m_ChildNodes.Count () == 0) {
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retval = true;
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}
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} else if (building->As_RefineryGameObj () != NULL) {
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//
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// This type of building can only have one child node
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//
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if (m_ChildNodes.Count () == 0) {
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retval = true;
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}
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}
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Remove_Child_Node
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//
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//////////////////////////////////////////////////////////////////////
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void
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BuildingNodeClass::Remove_Child_Node (NodeClass *child_node)
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{
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//
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// Try to find the child node
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//
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for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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if (child_node == m_ChildNodes[index]) {
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//
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// Free the child node
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//
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MEMBER_RELEASE (child_node);
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m_ChildNodes.Delete (index);
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//
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// Remove and free the line to the child node
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//
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::Get_Scene_Editor ()->Remove_Object (m_ChildLines[index]);
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m_ChildLines[index]->Release_Ref ();
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m_ChildLines.Delete (index);
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break;
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}
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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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// Free_Child_Nodes
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//
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//////////////////////////////////////////////////////////////////////
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void
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BuildingNodeClass::Free_Child_Nodes (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Release our hold on each child node
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//
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for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = m_ChildNodes[index];
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EditorLineClass *line = m_ChildLines[index];
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scene->Remove_Object (line);
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child_node->Remove_From_Scene ();
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MEMBER_RELEASE (child_node);
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MEMBER_RELEASE (line);
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}
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||
|
|
||
|
//
|
||
|
// Remove all the child nodes from the list
|
||
|
//
|
||
|
m_ChildNodes.Delete_All ();
|
||
|
m_ChildLines.Delete_All ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Add_To_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
BuildingNodeClass::Add_To_Scene (void)
|
||
|
{
|
||
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||
|
|
||
|
//
|
||
|
// Add all the waypoints to the scene
|
||
|
//
|
||
|
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||
|
NodeClass *child_node = m_ChildNodes[index];
|
||
|
EditorLineClass *line = m_ChildLines[index];
|
||
|
child_node->Add_To_Scene ();
|
||
|
scene->Add_Dynamic_Object (line);
|
||
|
}
|
||
|
|
||
|
NodeClass::Add_To_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Remove_From_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
BuildingNodeClass::Remove_From_Scene (void)
|
||
|
{
|
||
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||
|
if (scene != NULL && m_IsInScene) {
|
||
|
|
||
|
//
|
||
|
// Remove all the waypoints from the scene
|
||
|
//
|
||
|
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||
|
NodeClass *child_node = m_ChildNodes[index];
|
||
|
EditorLineClass *line = m_ChildLines[index];
|
||
|
child_node->Remove_From_Scene ();
|
||
|
scene->Remove_Object (line);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
NodeClass::Remove_From_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Update_Lines
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
BuildingNodeClass::Update_Lines (void)
|
||
|
{
|
||
|
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||
|
NodeClass *child_node = m_ChildNodes[index];
|
||
|
EditorLineClass *line = m_ChildLines[index];
|
||
|
|
||
|
//
|
||
|
// Update the line between the node and its child
|
||
|
//
|
||
|
line->Reset (Get_Transform ().Get_Translation (), child_node->Get_Position ());
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Hide
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
BuildingNodeClass::Hide (bool hide)
|
||
|
{
|
||
|
//
|
||
|
// Apply the same operation to all the child nodes and lines
|
||
|
//
|
||
|
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||
|
NodeClass *child_node = m_ChildNodes[index];
|
||
|
EditorLineClass *line = m_ChildLines[index];
|
||
|
child_node->Hide (hide);
|
||
|
line->Hide (hide);
|
||
|
}
|
||
|
|
||
|
NodeClass::Hide (hide);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Sub_Node
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
NodeClass *
|
||
|
BuildingNodeClass::Get_Sub_Node (int index)
|
||
|
{
|
||
|
return m_ChildNodes[index];
|
||
|
}
|