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CnC_Renegade/Code/Tools/LevelEdit/CoverSpotNode.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/CoverSpotNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/13/01 9:44a $*
* *
* $Revision:: 15 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "coverspotnode.h"
#include "coverattackpointnode.h"
#include "sceneeditor.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "chunkio.h"
#include "nodemgr.h"
#include "coverspotinfopage.h"
#include "nodeinfopage.h"
#include "positionpage.h"
#include "editorpropsheet.h"
#include "cover.h"
#include "modelutils.h"
#include "soldier.h"
#include "presetmgr.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<CoverSpotNodeClass, CHUNKID_NODE_COVER_SPOT> _CoverSpotNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Save/load constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x05260946,
CHUNKID_BASE_CLASS
};
enum
{
VARID_REQUIRES_CROUCH = 0x01,
VARID_ATTACK_POINT,
};
//////////////////////////////////////////////////////////////////////////////
// Constants
//////////////////////////////////////////////////////////////////////////////
static const Vector3 LINE_OFFSET (0, 0, 0.2F);
//////////////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////////////
PhysClass * CoverSpotNodeClass::_TheCollisionObj = NULL;
int CoverSpotNodeClass::_InstanceCount = 0;
//////////////////////////////////////////////////////////////////////////////
//
// CoverSpotNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverSpotNodeClass::CoverSpotNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_RequiresCrouch (false),
m_GameCoverSpot (NULL),
NodeClass (preset)
{
_InstanceCount ++;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// CoverSpotNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverSpotNodeClass::CoverSpotNodeClass (const CoverSpotNodeClass &src)
: m_PhysObj (NULL),
m_RequiresCrouch (false),
m_GameCoverSpot (NULL),
NodeClass (NULL)
{
_InstanceCount ++;
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~CoverSpotNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverSpotNodeClass::~CoverSpotNodeClass (void)
{
Free_Attack_Points ();
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
//
// Free the collision object when all instances have gone away
//
_InstanceCount --;
if (_InstanceCount == 0) {
MEMBER_RELEASE (_TheCollisionObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Initialize (void)
{
MEMBER_RELEASE (m_PhysObj);
//
// Create the camera render object
//
RenderObjClass *render_obj = ::Create_Render_Obj ("COVERSPOT");
WWASSERT (render_obj != NULL);
if (render_obj != NULL) {
// Create the new physics object
m_PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
m_PhysObj->Set_Model (render_obj);
m_PhysObj->Set_Transform (Matrix3D(1));
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);
// Release our hold on the render object pointer
MEMBER_RELEASE (render_obj);
}
if (_TheCollisionObj == NULL) {
//
// Create the collision physics object
//
PresetClass *preset = PresetMgrClass::Find_Preset ("Walk-Thru");
if (preset != NULL && preset->Get_Definition () != NULL) {
//
// Load the assets for this preset and get its definition
//
preset->Load_All_Assets ();
SoldierGameObjDef *definition = (SoldierGameObjDef *)preset->Get_Definition ();
//
// Create the collision physics object
//
SoldierGameObj *game_obj = new SoldierGameObj;
game_obj->Init (*definition);
MEMBER_ADD (_TheCollisionObj, game_obj->Peek_Physical_Object ());
game_obj->Set_Delete_Pending ();
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
CoverSpotNodeClass::Get_Factory (void) const
{
return _CoverSpotNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
CoverSpotNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WRITE_MICRO_CHUNK (csave, VARID_REQUIRES_CROUCH, m_RequiresCrouch);
//
// Save the list of cover point attack positions
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
if (attack_point != NULL) {
Matrix3D tm = attack_point->Get_Transform ();
WRITE_MICRO_CHUNK (csave, VARID_ATTACK_POINT, tm);
}
}
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
CoverSpotNodeClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
SaveLoadSystemClass::Register_Post_Load_Callback (this);
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
CoverSpotNodeClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_REQUIRES_CROUCH, m_RequiresCrouch);
case VARID_ATTACK_POINT:
{
//
// Read the attack points transfrom from the chunk
//
Matrix3D tm;
cload.Read (&tm, sizeof (tm));
m_AttackPointLoadList.Add (tm);
}
break;
}
cload.Close_Micro_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// On_Post_Load
//
///////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::On_Post_Load (void)
{
//
// If the spawner isn't valid, then remove it from the system
//
if (m_Preset == NULL) {
::Get_Scene_Editor ()->Delete_Node (this, false);
} else {
//
// Add each attack point at the given locations
//
for (int index = 0; index < m_AttackPointLoadList.Count (); index ++) {
Add_Attack_Point (m_AttackPointLoadList[index]);
}
//
// Reset the list
//
m_AttackPointLoadList.Delete_All ();
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const CoverSpotNodeClass &
CoverSpotNodeClass::operator= (const CoverSpotNodeClass &src)
{
//
// Copy the attach point list
//
Free_Attack_Points ();
for (int index = 0; index < src.m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = src.m_AttackPointNodes[index];
if (attack_point != NULL) {
Add_Attack_Point (attack_point->Get_Transform ());
}
}
m_RequiresCrouch = src.m_RequiresCrouch;
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
//
// Build a cover spot entry that we can pass off the game
// so it will get exported
//
MEMBER_RELEASE (m_GameCoverSpot);
m_GameCoverSpot = new CoverEntryClass;
m_GameCoverSpot->Set_Transform (Get_Transform ());
m_GameCoverSpot->Set_Crouch (m_RequiresCrouch);
AttackPositionListType *attack_list = m_GameCoverSpot->Get_Attack_Position_List ();
//
// Remove the unnecessary UI elements from the scene
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
::Get_Scene_Editor ()->Remove_Object (line);
attack_list->Add (attack_point->Get_Position ());
}
//
// Add this cover spot to the game
//
CoverManager::Add_Entry (m_GameCoverSpot);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
//
// Pass the Post_Export call onto any attack points as well
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
}
//
// Remove the cover spot from the game
//
CoverManager::Remove_Entry (m_GameCoverSpot);
MEMBER_RELEASE (m_GameCoverSpot);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Add_Attack_Point
//
//////////////////////////////////////////////////////////////////////
CoverAttackPointNodeClass *
CoverSpotNodeClass::Add_Attack_Point (const Matrix3D &tm)
{
//
// Create and add the new point
//
CoverAttackPointNodeClass *attack_point = new CoverAttackPointNodeClass;
attack_point->Initialize ();
attack_point->Set_Transform (tm);
attack_point->Set_Cover_Spot (this);
NodeMgrClass::Setup_Node_Identity (*attack_point);
m_AttackPointNodes.Add (attack_point);
//
// Create and add the line from the coverspot to the attack point
//
EditorLineClass *line = new EditorLineClass;
line->Reset (m_Transform.Get_Translation () + LINE_OFFSET, tm.Get_Translation () + LINE_OFFSET);
m_AttackPointLines.Add (line);
if (m_IsInScene) {
attack_point->Add_To_Scene ();
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
}
return attack_point;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_Attack_Point
//
//////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Remove_Attack_Point (CoverAttackPointNodeClass *attack_point)
{
//
// Try to find the attack point
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
if (attack_point == m_AttackPointNodes[index]) {
//
// Free the attack point
//
MEMBER_RELEASE (attack_point);
m_AttackPointNodes.Delete (index);
//
// Remove and free the line to the attack point
//
::Get_Scene_Editor ()->Remove_Object (m_AttackPointLines[index]);
m_AttackPointLines[index]->Release_Ref ();
m_AttackPointLines.Delete (index);
break;
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Free_Attack_Points
//
//////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Free_Attack_Points (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
//
// Release our hold on each attack point
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
scene->Remove_Object (line);
attack_point->Remove_From_Scene ();
MEMBER_RELEASE (attack_point);
MEMBER_RELEASE (line);
}
//
// Remove all the attack points from the list
//
m_AttackPointNodes.Delete_All ();
m_AttackPointLines.Delete_All ();
return ;
}
/////////////////////////////////////////////////////////////////
//
// Show_Settings_Dialog
//
/////////////////////////////////////////////////////////////////
bool
CoverSpotNodeClass::Show_Settings_Dialog (void)
{
NodeInfoPageClass info_tab (this);
PositionPageClass pos_tab (this);
CoverSpotInfoPageClass cover_info_tab (this);
EditorPropSheetClass prop_sheet;
prop_sheet.Add_Page (&info_tab);
prop_sheet.Add_Page (&pos_tab);
prop_sheet.Add_Page (&cover_info_tab);
// Show the property sheet
UINT ret_code = prop_sheet.DoModal ();
// Return true if the user clicked OK
return (ret_code == IDOK);
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Add_To_Scene (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
//
// Add all the waypoints to the scene
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
attack_point->Add_To_Scene ();
scene->Add_Dynamic_Object (line);
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::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_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
attack_point->Remove_From_Scene ();
scene->Remove_Object (line);
}
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Lines
//
//////////////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Update_Lines (void)
{
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
line->Reset (Get_Transform ().Get_Translation () + LINE_OFFSET,
attack_point->Get_Position () + LINE_OFFSET);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Peek_Collision_Obj
//
//////////////////////////////////////////////////////////////////////
PhysClass *
CoverSpotNodeClass::Peek_Collision_Obj (void) const
{
if (_TheCollisionObj != NULL) {
_TheCollisionObj->Set_Transform (m_Transform);
}
return _TheCollisionObj;
}
//////////////////////////////////////////////////////////////////////////////
//
// Hide
//
//////////////////////////////////////////////////////////////////////////////
void
CoverSpotNodeClass::Hide (bool hide)
{
//
// Apply the same operation to all the attack points and lines
//
for (int index = 0; index < m_AttackPointNodes.Count (); index ++) {
CoverAttackPointNodeClass *attack_point = m_AttackPointNodes[index];
EditorLineClass *line = m_AttackPointLines[index];
attack_point->Hide (hide);
line->Hide (hide);
}
NodeClass::Hide (hide);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_Child_Node
//
//////////////////////////////////////////////////////////////////////////////
NodeClass *
CoverSpotNodeClass::Add_Child_Node (const Matrix3D &tm)
{
return Add_Attack_Point (tm);
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Sub_Node
//
//////////////////////////////////////////////////////////////////////////////
NodeClass *
CoverSpotNodeClass::Get_Sub_Node (int index)
{
return m_AttackPointNodes[index];
}