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