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