486 lines
12 KiB
C++
486 lines
12 KiB
C++
|
/*
|
||
|
** 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/DamageZoneNode.cpp $*
|
||
|
* *
|
||
|
* Author:: Patrick Smith *
|
||
|
* *
|
||
|
* $Modtime:: 5/22/01 11:17a $*
|
||
|
* *
|
||
|
* $Revision:: 5 $*
|
||
|
* *
|
||
|
*---------------------------------------------------------------------------------------------*
|
||
|
* Functions: *
|
||
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||
|
|
||
|
|
||
|
#include "stdafx.h"
|
||
|
#include "damagezonenode.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 "editorchunkids.h"
|
||
|
#include "preset.h"
|
||
|
#include "presetmgr.h"
|
||
|
#include "decophys.h"
|
||
|
#include "damagezone.h"
|
||
|
#include "chunkio.h"
|
||
|
#include "nodemgr.h"
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
// Persist factory
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
SimplePersistFactoryClass<DamageZoneNodeClass, CHUNKID_NODE_DAMAGE_ZONE> _DamageZoneNodePersistFactory;
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
// Constants
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
enum
|
||
|
{
|
||
|
CHUNKID_VARIABLES = 0x06291059,
|
||
|
CHUNKID_BASE_CLASS
|
||
|
};
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
VARID_ZONE_SIZE = 1
|
||
|
};
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// DamageZoneNodeClass
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
DamageZoneNodeClass::DamageZoneNodeClass (PresetClass *preset)
|
||
|
: m_PhysObj (NULL),
|
||
|
m_GameObj (NULL),
|
||
|
m_CachedSize (1, 1, 1),
|
||
|
NodeClass (preset)
|
||
|
{
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// DamageZoneNodeClass
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
DamageZoneNodeClass::DamageZoneNodeClass (const DamageZoneNodeClass &src)
|
||
|
: m_PhysObj (NULL),
|
||
|
m_GameObj (NULL),
|
||
|
m_CachedSize (1, 1, 1),
|
||
|
NodeClass (NULL)
|
||
|
{
|
||
|
*this = src;
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// ~DamageZoneNodeClass
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////////////
|
||
|
DamageZoneNodeClass::~DamageZoneNodeClass (void)
|
||
|
{
|
||
|
Destroy_Game_Obj ();
|
||
|
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
|
||
|
DamageZoneNodeClass::Initialize (void)
|
||
|
{
|
||
|
MEMBER_RELEASE (m_PhysObj);
|
||
|
Destroy_Game_Obj ();
|
||
|
|
||
|
DefinitionClass *definition = m_Preset->Get_Definition ();
|
||
|
if (definition != NULL) {
|
||
|
|
||
|
//
|
||
|
// Create the new box physics object
|
||
|
//
|
||
|
m_PhysObj = new Box3DPhysClass;
|
||
|
m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
|
||
|
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
|
||
|
m_PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_0);
|
||
|
m_PhysObj->Set_Transform (m_Transform);
|
||
|
m_PhysObj->Get_Box ()->Set_Color (((DamageZoneGameObjDef *)definition)->Get_Color ());
|
||
|
m_PhysObj->Get_Box ()->Set_Dimensions (m_CachedSize);
|
||
|
|
||
|
//
|
||
|
// Create the game object
|
||
|
//
|
||
|
Create_Game_Obj ();
|
||
|
|
||
|
//
|
||
|
// Make sure the physics object has the correct position
|
||
|
//
|
||
|
Set_Transform (m_Transform);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Get_Factory
|
||
|
//
|
||
|
////////////////////////////////////////////////////////////////
|
||
|
const PersistFactoryClass &
|
||
|
DamageZoneNodeClass::Get_Factory (void) const
|
||
|
{
|
||
|
return _DamageZoneNodePersistFactory;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// operator=
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
const DamageZoneNodeClass &
|
||
|
DamageZoneNodeClass::operator= (const DamageZoneNodeClass &src)
|
||
|
{
|
||
|
m_CachedSize = src.m_CachedSize;
|
||
|
NodeClass::operator= (src);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Add_To_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Add_To_Scene (void)
|
||
|
{
|
||
|
Create_Game_Obj ();
|
||
|
|
||
|
m_GrabHandles.Position_Around_Node (this);
|
||
|
NodeClass::Add_To_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Remove_From_Scene
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Remove_From_Scene (void)
|
||
|
{
|
||
|
Destroy_Game_Obj ();
|
||
|
|
||
|
m_GrabHandles.Remove_From_Scene ();
|
||
|
NodeClass::Remove_From_Scene ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Vertex_Drag_Begin
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::On_Vertex_Drag_Begin (int vertex_index)
|
||
|
{
|
||
|
//
|
||
|
// Store the location of the 'locked' vertex, so we can
|
||
|
// use this when resizing the box
|
||
|
//
|
||
|
m_FirstPoint = m_PhysObj->Get_Box ()->Get_Vertex_Lock_Position (vertex_index);
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// On_Vertex_Drag
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::On_Vertex_Drag
|
||
|
(
|
||
|
int vertex_index,
|
||
|
POINT point
|
||
|
)
|
||
|
{
|
||
|
//
|
||
|
// Resize the box render object based on the new point
|
||
|
//
|
||
|
Box3DClass *box = m_PhysObj->Get_Box ();
|
||
|
if (::GetKeyState (VK_SHIFT) < 0) {
|
||
|
box->Drag_VertexZ (vertex_index, point, m_FirstPoint);
|
||
|
} else {
|
||
|
box->Drag_VertexXY (vertex_index, point, m_FirstPoint);
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// Position the grab handles around ourselves
|
||
|
//
|
||
|
m_GrabHandles.Position_Around_Node (this);
|
||
|
|
||
|
//
|
||
|
// Update the zone's bounding box
|
||
|
//
|
||
|
m_Transform = box->Get_Transform ();
|
||
|
Update_Game_Obj ();
|
||
|
|
||
|
//
|
||
|
// Cache the size of the box
|
||
|
//
|
||
|
m_CachedSize = box->Get_Dimensions ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Update_Game_Obj
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Update_Game_Obj (void)
|
||
|
{
|
||
|
Box3DClass *box = m_PhysObj->Get_Box ();
|
||
|
|
||
|
//
|
||
|
// Update the zone's bounding box
|
||
|
//
|
||
|
if (box != NULL && m_GameObj != NULL) {
|
||
|
Vector3 pos = box->Get_Transform ().Get_Translation ();
|
||
|
Vector3 size = box->Get_Dimensions () / 2;
|
||
|
|
||
|
OBBoxClass obbox;
|
||
|
obbox.Center = pos;
|
||
|
obbox.Extent = size;
|
||
|
obbox.Basis.Set (m_Transform);
|
||
|
m_GameObj->Set_Bounding_Box (obbox);
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Save
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
DamageZoneNodeClass::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_ZONE_SIZE, m_CachedSize);
|
||
|
csave.End_Chunk ();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Load
|
||
|
//
|
||
|
/////////////////////////////////////////////////////////////////
|
||
|
bool
|
||
|
DamageZoneNodeClass::Load (ChunkLoadClass &cload)
|
||
|
{
|
||
|
while (cload.Open_Chunk ()) {
|
||
|
switch (cload.Cur_Chunk_ID ()) {
|
||
|
|
||
|
case CHUNKID_BASE_CLASS:
|
||
|
NodeClass::Load (cload);
|
||
|
break;
|
||
|
|
||
|
|
||
|
case CHUNKID_VARIABLES:
|
||
|
{
|
||
|
//
|
||
|
// Read all the variables from their micro-chunks
|
||
|
//
|
||
|
while (cload.Open_Micro_Chunk ()) {
|
||
|
switch (cload.Cur_Micro_Chunk_ID ()) {
|
||
|
|
||
|
READ_MICRO_CHUNK (cload, VARID_ZONE_SIZE, m_CachedSize);
|
||
|
}
|
||
|
|
||
|
cload.Close_Micro_Chunk ();
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
cload.Close_Chunk ();
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Pre_Export
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Pre_Export (void)
|
||
|
{
|
||
|
//
|
||
|
// Make sure the game object's size and position is up to date
|
||
|
//
|
||
|
Update_Game_Obj ();
|
||
|
|
||
|
//
|
||
|
// 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);
|
||
|
m_GrabHandles.Remove_From_Scene ();
|
||
|
}
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Post_Export
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Post_Export (void)
|
||
|
{
|
||
|
//
|
||
|
// Put ourselves back into the system
|
||
|
//
|
||
|
if (m_PhysObj != NULL && m_IsInScene) {
|
||
|
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
|
||
|
m_GrabHandles.Position_Around_Node (this);
|
||
|
}
|
||
|
|
||
|
Release_Ref ();
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Destroy_Game_Obj
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Destroy_Game_Obj (void)
|
||
|
{
|
||
|
if (m_GameObj != NULL) {
|
||
|
m_GameObj->Set_Delete_Pending ();
|
||
|
m_GameObj = NULL;
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Create_Game_Obj
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Create_Game_Obj (void)
|
||
|
{
|
||
|
if (m_GameObj == NULL) {
|
||
|
|
||
|
//
|
||
|
// Get a pointer to the definition that this object uses
|
||
|
//
|
||
|
DefinitionClass *definition = m_Preset->Get_Definition ();
|
||
|
if (definition != NULL) {
|
||
|
|
||
|
//
|
||
|
// Create the game object
|
||
|
//
|
||
|
m_GameObj = (DamageZoneGameObj *)definition->Create ();
|
||
|
|
||
|
//
|
||
|
// Assign 'hit-test' information to this game object
|
||
|
//
|
||
|
if (m_GameObj != NULL) {
|
||
|
|
||
|
//
|
||
|
// Update the zone object we embed
|
||
|
//
|
||
|
Update_Game_Obj ();
|
||
|
m_GameObj->Set_ID (m_ID);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return ;
|
||
|
}
|
||
|
|
||
|
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Hide
|
||
|
//
|
||
|
//////////////////////////////////////////////////////////////////////
|
||
|
void
|
||
|
DamageZoneNodeClass::Hide (bool hide)
|
||
|
{
|
||
|
m_GrabHandles.Hide (hide);
|
||
|
NodeClass::Hide (hide);
|
||
|
return ;
|
||
|
}
|