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CnC_Renegade/Code/Tools/LevelEdit/WaypointNode.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/WaypointNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/10/00 11:07a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "waypathnode.h"
#include "sceneeditor.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "chunkio.h"
#include "nodemgr.h"
#include "segline.h"
#include "waypointnode.h"
#include "waypathnode.h"
#include "waypathinfopage.h"
#include "nodeinfopage.h"
#include "positionpage.h"
#include "editorpropsheet.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<WaypointNodeClass, CHUNKID_NODE_WAYPOINT> _WaypointNodePersistFactory;
enum
{
CHUNKID_VARIABLES = 0x03011130,
CHUNKID_BASE_CLASS
};
enum
{
VARID_WAYPATH_PTR = 0x01,
VARID_OLD_PTR = 0x02,
VARID_FLAGS = 0x03,
};
//////////////////////////////////////////////////////////////////////////////
//
// WaypointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypointNodeClass::WaypointNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_Waypath (NULL),
m_Flags (NULL),
m_ModelType (MODEL_MIDDLE_PT),
m_Speed (0.6F),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// WaypointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypointNodeClass::WaypointNodeClass (const WaypointNodeClass &src)
: m_PhysObj (NULL),
m_Waypath (NULL),
m_Flags (NULL),
m_ModelType (MODEL_MIDDLE_PT),
m_Speed (0.6F),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~WaypointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypointNodeClass::~WaypointNodeClass (void)
{
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
WaypointNodeClass::Initialize (void)
{
//
// Refresh the model
//
MEMBER_RELEASE (m_PhysObj);
Update_Model ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Model
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Set_Model (MODEL model)
{
if (m_ModelType != model) {
m_ModelType = model;
Update_Model ();
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Model
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Update_Model (void)
{
if (m_PhysObj == NULL) {
m_PhysObj = new DecorationPhysClass;
}
StringClass model_name;
switch (m_ModelType)
{
case MODEL_START_PT:
model_name = "WAY_G";
break;
case MODEL_MIDDLE_PT:
model_name = "WAY_B";
break;
case MODEL_END_PT:
model_name = "WAY_R";
break;
}
//
// Create the appropriate model
//
RenderObjClass *render_obj = ::Create_Render_Obj (model_name);
WWASSERT (render_obj != NULL);
if (render_obj != NULL) {
//
// Pass the model onto the physics object
//
m_PhysObj->Set_Model (render_obj);
//
// Configure the physics object
//
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->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
m_PhysObj->Set_Transform (m_Transform);
MEMBER_RELEASE (render_obj);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
WaypointNodeClass::Get_Factory (void) const
{
return _WaypointNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
WaypointNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WaypointNodeClass *this_ptr = this;
WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
WRITE_MICRO_CHUNK (csave, VARID_WAYPATH_PTR, m_Waypath);
WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
WaypointNodeClass::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 ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
WaypointNodeClass::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_FLAGS, m_Flags);
case VARID_WAYPATH_PTR:
{
//
// Read the old pointer from the chunk and register it
// for remapping.
//
cload.Read (&m_Waypath, sizeof (m_Waypath));
REQUEST_POINTER_REMAP ((void **)&m_Waypath);
}
break;
case VARID_OLD_PTR:
{
//
// Read the old pointer from the chunk and submit it
// to the remapping system.
//
WaypointNodeClass *old_ptr = NULL;
cload.Read (&old_ptr, sizeof (old_ptr));
SaveLoadSystemClass::Register_Pointer (old_ptr, this);
}
break;
}
cload.Close_Micro_Chunk ();
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// On_Transform
//
///////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::On_Transform (void)
{
On_Translate ();
return ;
}
///////////////////////////////////////////////////////////////////////
//
// On_Translate
//
///////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::On_Translate (void)
{
if (m_Waypath != NULL) {
//
// Find where we are on the waypath
//
int index = m_Waypath->Find_Index (this);
if (index != -1) {
//
// Notify our waypath that we have been moved
//
Matrix3D &tm = Get_Transform ();
m_Waypath->On_Point_Moved (index, tm.Get_Translation ());
}
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// On_Delete
//
/////////////////////////////////////////////////////////////////
void
WaypointNodeClass::On_Delete (void)
{
if (m_Waypath != NULL) {
//
// Find where we are on the waypath
//
int index = m_Waypath->Find_Index (this);
if (index != -1) {
//
// Detach ourselves from the waypath
//
m_Waypath->Delete_Point (index);
}
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const WaypointNodeClass &
WaypointNodeClass::operator= (const WaypointNodeClass &src)
{
m_Speed = src.m_Speed;
m_Flags = src.m_Flags;
m_ModelType = src.m_ModelType;
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::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);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flags
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Set_Flags (int flags)
{
m_Flags = flags;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flag
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Set_Flag (int flag, bool onoff)
{
m_Flags &= ~flag;
if (onoff) {
m_Flags |= flag;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Flag
//
//////////////////////////////////////////////////////////////////////////////
bool
WaypointNodeClass::Get_Flag (int flag)
{
return bool((m_Flags & flag) == flag);
}
//////////////////////////////////////////////////////////////////////////////
//
// Show_Settings_Dialog
//
//////////////////////////////////////////////////////////////////////////////
bool
WaypointNodeClass::Show_Settings_Dialog (void)
{
NodeInfoPageClass info_tab (this);
PositionPageClass pos_tab (this);
WaypathInfoPageClass path_tab (this);
//
// Add each tab to the property sheet
//
EditorPropSheetClass prop_sheet;
prop_sheet.Add_Page (&info_tab);
prop_sheet.Add_Page (&pos_tab);
prop_sheet.Add_Page (&path_tab);
// Show the property sheet
UINT ret_code = prop_sheet.DoModal ();
if (ret_code == IDOK && m_Waypath != NULL) {
m_Waypath->Update_Line ();
}
// Return true if the user clicked OK
return (ret_code == IDOK);
}
//////////////////////////////////////////////////////////////////////////////
//
// Parent_Set_Transform
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Parent_Set_Transform (const Matrix3D &tm)
{
m_Transform = tm;
PhysClass *phys_obj = Peek_Physics_Obj ();
if (phys_obj != NULL) {
phys_obj->Set_Transform (tm);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Parent_Set_Position
//
//////////////////////////////////////////////////////////////////////////////
void
WaypointNodeClass::Parent_Set_Position (const Vector3 &pos)
{
m_Transform.Set_Translation (pos);
PhysClass *phys_obj = Peek_Physics_Obj ();
if (phys_obj != NULL) {
phys_obj->Set_Transform (m_Transform);
}
return ;
}