459 lines
12 KiB
C++
459 lines
12 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/wwphys/waypath.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/20/01 7:48p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "waypath.h"
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#include "persistfactory.h"
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#include "wwphysids.h"
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#include "waypoint.h"
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#include "wwhack.h"
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#include "waypathposition.h"
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#include "pathfind.h"
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DECLARE_FORCE_LINK(waypath);
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<WaypathClass, PHYSICS_CHUNKID_WAYPATH> _WaypathPersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x04290219,
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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_OLD_PTR = 0x01,
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VARID_FLAGS,
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VARID_ID,
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VARID_WAYPOINT_PTR
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};
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////////////////////////////////////////////////////////////////
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//
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// WaypathClass
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//
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////////////////////////////////////////////////////////////////
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WaypathClass::WaypathClass (void)
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: m_ID (0),
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m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
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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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// WaypathClass
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//
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////////////////////////////////////////////////////////////////
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WaypathClass::WaypathClass (const WaypathPositionClass &start, const WaypathPositionClass &end)
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: m_ID (0),
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m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
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{
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//
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// Check to ensure the two endpoints refer to the same path
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//
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int waypath_id = start.Get_Waypath_ID ();
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if (waypath_id == end.Get_Waypath_ID ()) {
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//
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// Lookup the path we will use as our reference
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//
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WaypathClass *whole_path = PathfindClass::Get_Instance ()->Find_Waypath (waypath_id);
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if (whole_path != NULL) {
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//
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// Copy the flags from the complete path
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//
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m_Flags = whole_path->Get_Flags ();
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//
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// Find the world-space positions of the endpoints of our path segment
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//
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Vector3 start_pos (0, 0, 0);
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Vector3 end_pos (0, 0, 0);
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whole_path->Evaluate_Position (start, &start_pos);
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whole_path->Evaluate_Position (end, &end_pos);
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//
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// Add the starting point to our waypath
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//
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m_Waypoints.Add (new WaypointClass (start_pos));
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//
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// Add all the points between the start and end point to the path
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//
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/*int start_index = start.Get_Waypoint_Index ();
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int end_index = end.Get_Waypoint_Index ();
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int count = WWMath::Fabs (end_index - start_index) - 2;
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int inc = (end_index > start_index) ? 1 : -1;
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for (int index = start_index + inc; count >= 0; index += inc, count --) {
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WaypointClass *waypoint = whole_path->Get_Point (index);
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m_Waypoints.Add (new WaypointClass (*waypoint));
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}*/
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//
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// Get the start and end indices from the path
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//
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int start_index = start.Get_Waypoint_Index ();
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int end_index = end.Get_Waypoint_Index ();
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//
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// Are we moving forwards or backwards along the path?
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//
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if (end_index > start_index) {
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//
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// Add all the points between the start and end point to the path
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//
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for (int index = start_index + 1; index <= end_index; index ++) {
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WaypointClass *waypoint = whole_path->Get_Point (index);
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m_Waypoints.Add (new WaypointClass (*waypoint));
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}
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} else {
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//
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// Add all the points between the start and end point to the path
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//
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for (int index = start_index - 1; index > end_index; index --) {
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WaypointClass *waypoint = whole_path->Get_Point (index);
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m_Waypoints.Add (new WaypointClass (*waypoint));
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}
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}
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//
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// Add the ending point to our waypath
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//
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m_Waypoints.Add (new WaypointClass (end_pos));
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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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// WaypathClass
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//
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////////////////////////////////////////////////////////////////
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WaypathClass::~WaypathClass (void)
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{
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Free ();
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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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WaypathClass::Get_Factory (void) const
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{
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return _WaypathPersistFactory;
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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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WaypathClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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WaypathClass *this_ptr = this;
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WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
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WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
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WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
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//
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// Write out each waypoint pointer so we can remap them
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// on load.
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//
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for (int index = 0; index < m_Waypoints.Count (); index ++) {
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WaypointClass *waypoint = m_Waypoints[index];
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WRITE_MICRO_CHUNK (csave, VARID_WAYPOINT_PTR, waypoint);
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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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WaypathClass::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_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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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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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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WaypathClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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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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READ_MICRO_CHUNK (cload, VARID_FLAGS, m_Flags);
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READ_MICRO_CHUNK (cload, VARID_ID, m_ID);
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case VARID_WAYPOINT_PTR:
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{
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//
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// Read the old waypoint ptr from the chunk and add it to our
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// list. We will remap it later.
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//
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WaypointClass *waypoint = NULL;
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cload.Read (&waypoint, sizeof (waypoint));
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m_Waypoints.Add (waypoint);
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}
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break;
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case VARID_OLD_PTR:
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{
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//
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// Read the old pointer from the chunk and submit it
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// to the remapping system.
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//
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WaypathClass *old_ptr = NULL;
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cload.Read (&old_ptr, sizeof (old_ptr));
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SaveLoadSystemClass::Register_Pointer (old_ptr, this);
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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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//
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// Register each of the pointers in our waypoint list for remapping
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//
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for (int index = 0; index < m_Waypoints.Count (); index ++) {
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REQUEST_POINTER_REMAP ((void **)&m_Waypoints[index]);
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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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// On_Post_Load
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypathClass::On_Post_Load (void)
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{
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//
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// Add a reference count to each of the waypoints
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//
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/*for (int index = 0; index < m_Waypoints.Count (); index ++) {
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WaypointClass *waypoint = m_Waypoints[index];
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waypoint->Add_Ref ();
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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
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypathClass::Free (void)
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{
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//
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// Release our hold on each of the waypoints
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//
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for (int index = 0; index < m_Waypoints.Count (); index ++) {
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WaypointClass *waypoint = m_Waypoints[index];
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REF_PTR_RELEASE (waypoint);
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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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// Add_Point
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypathClass::Add_Point (const WaypointClass &point)
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{
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//
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// Allocate a copy of the given waypoint and add it to
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// our waypoint list.
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//
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WaypointClass *new_waypoint = new WaypointClass (point);
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m_Waypoints.Add (new_waypoint);
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return ;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Add_Point
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//
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///////////////////////////////////////////////////////////////////////
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void
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WaypathClass::Add_Point (const Vector3 &point)
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{
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//
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// Allocate a copy of the given waypoint and add it to
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// our waypoint list.
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//
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WaypointClass *new_waypoint = new WaypointClass (point);
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m_Waypoints.Add (new_waypoint);
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Set_Flag
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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WaypathClass::Set_Flag (int flag, bool onoff)
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{
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m_Flags &= ~flag;
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if (onoff) {
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m_Flags |= flag;
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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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// Evaluate_Position
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//
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//////////////////////////////////////////////////////////////////////////////
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bool
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WaypathClass::Evaluate_Position (const WaypathPositionClass &pos, Vector3 *position)
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{
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bool retval = false;
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//
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// Check to ensure this is the right waypath
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//
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if (pos.Get_Waypath_ID () == m_ID) {
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//
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// Lookup the start point of the segment
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//
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int index = pos.Get_Waypoint_Index ();
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WaypointClass *seg_pt1 = Get_Point (index);
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if (seg_pt1 != NULL) {
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//
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// Get the world-space position of the start point of the segment
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//
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const Vector3 &pt1 = seg_pt1->Get_Position ();
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//
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// Do a quick check to see if we should just return the
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// start point
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//
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if (pos.Get_Percent () == 0) {
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(*position) = pt1;
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retval = true;
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} else {
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//
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// Lookup the end point of the segment
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//
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WaypointClass *seg_pt2 = Get_Point (index + 1);
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if (seg_pt2 != NULL) {
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//
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// Get the world-space position of the end point of the segment
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//
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const Vector3 &pt2 = seg_pt2->Get_Position ();
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//
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// Evaluate the line segment at the given percent
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//
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(*position) = pt1 + (pt2 - pt1) * pos.Get_Percent ();
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retval = true;
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}
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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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