/* ** 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/BuildingNode.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 9/13/01 9:44a $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "buildingnode.h" #include "buildingchildnode.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 "preset.h" #include "editorchunkids.h" #include "modelutils.h" #include "vehiclefactorygameobj.h" #include "refinerygameobj.h" #include "nodemgr.h" ////////////////////////////////////////////////////////////////////////////// // Persist factory ////////////////////////////////////////////////////////////////////////////// SimplePersistFactoryClass<BuildingNodeClass, CHUNKID_NODE_BUILDING> _BuildingNodePersistFactory; enum { CHUNKID_VARIABLES = 0x09071125, CHUNKID_BASE_CLASS, }; enum { VARID_VISOBJECTID = 0x01, VARID_VISSECTORID, VARID_CHILD_NODE }; ////////////////////////////////////////////////////////////////////////////// // // BuildingNodeClass // ////////////////////////////////////////////////////////////////////////////// BuildingNodeClass::BuildingNodeClass (PresetClass *preset) : m_PhysObj (NULL), ObjectNodeClass (preset) { return ; } ////////////////////////////////////////////////////////////////////////////// // // BuildingNodeClass // ////////////////////////////////////////////////////////////////////////////// BuildingNodeClass::BuildingNodeClass (const BuildingNodeClass &src) : m_PhysObj (NULL), ObjectNodeClass (NULL) { (*this) = src; return ; } ////////////////////////////////////////////////////////////////////////////// // // ~BuildingNodeClass // ////////////////////////////////////////////////////////////////////////////// BuildingNodeClass::~BuildingNodeClass (void) { Free_Child_Nodes (); 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 BuildingNodeClass::Initialize (void) { MEMBER_RELEASE (m_PhysObj); // // Load the model we want to use to identify the building controller // RenderObjClass *render_obj = ::Create_Render_Obj ("BUILDINGICON"); if (render_obj != NULL) { // // Create the new physics object // m_PhysObj = new DecorationPhysClass; m_PhysObj->Set_Model (render_obj); 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); render_obj->Release_Ref (); } ObjectNodeClass::Initialize (); return ; } //////////////////////////////////////////////////////////////// // // Get_Factory // //////////////////////////////////////////////////////////////// const PersistFactoryClass & BuildingNodeClass::Get_Factory (void) const { return _BuildingNodePersistFactory; } ///////////////////////////////////////////////////////////////// // // operator= // ///////////////////////////////////////////////////////////////// const BuildingNodeClass & BuildingNodeClass::operator= (const BuildingNodeClass &src) { // // Start fresh // Free_Child_Nodes (); // // Copy the child node list // for (int index = 0; index < src.m_ChildNodes.Count (); index ++) { NodeClass *child_node = src.m_ChildNodes[index]; if (child_node != NULL) { Add_Child_Node (child_node->Get_Transform ()); } } NodeClass::operator= (src); return *this; } ///////////////////////////////////////////////////////////////// // // Save // ///////////////////////////////////////////////////////////////// bool BuildingNodeClass::Save (ChunkSaveClass &csave) { csave.Begin_Chunk (CHUNKID_BASE_CLASS); ObjectNodeClass::Save (csave); csave.End_Chunk (); csave.Begin_Chunk (CHUNKID_VARIABLES); // // Save the list of child node transforms // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; if (child_node != NULL) { Matrix3D tm = child_node->Get_Transform (); WRITE_MICRO_CHUNK (csave, VARID_CHILD_NODE, tm); } } csave.End_Chunk (); return true; } ///////////////////////////////////////////////////////////////// // // Load // ///////////////////////////////////////////////////////////////// bool BuildingNodeClass::Load (ChunkLoadClass &cload) { while (cload.Open_Chunk ()) { switch (cload.Cur_Chunk_ID ()) { case CHUNKID_BASE_CLASS: ObjectNodeClass::Load (cload); break; case CHUNKID_VARIABLES: Load_Variables (cload); break; } cload.Close_Chunk (); } return true; } ///////////////////////////////////////////////////////////////// // // Load_Variables // ///////////////////////////////////////////////////////////////// bool BuildingNodeClass::Load_Variables (ChunkLoadClass &cload) { while (cload.Open_Micro_Chunk ()) { switch (cload.Cur_Micro_Chunk_ID ()) { case VARID_CHILD_NODE: { // // Read the child node's transfrom from the chunk // Matrix3D tm; cload.Read (&tm, sizeof (tm)); // // Add a new child node at this location // Add_Child_Node (tm); } break; } cload.Close_Micro_Chunk (); } return true; } ////////////////////////////////////////////////////////////////////// // // Pre_Export // ////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Pre_Export (void) { Add_Ref (); if (m_PhysObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Remove_Object (m_PhysObj); // // Configure the building object (if necessary) // BuildingGameObj *building = Get_Building (); if (building != NULL) { // // What type of building is this? // if (building->As_VehicleFactoryGameObj () != NULL) { VehicleFactoryGameObj *airstrip = building->As_VehicleFactoryGameObj (); // // Configure the factory's creation transform // if (m_ChildNodes.Count () > 0) { airstrip->Set_Creation_TM (m_ChildNodes[0]->Get_Transform ()); } } else if (building->As_RefineryGameObj () != NULL) { RefineryGameObj *refinery = building->As_RefineryGameObj (); // // Configure the refinery's docking transform // if (m_ChildNodes.Count () > 0) { refinery->Set_Dock_TM (m_ChildNodes[0]->Get_Transform ()); } } } // // Pass the Pre_Export call onto any child nodes as well // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; // // Remove the line from the scene // ::Get_Scene_Editor ()->Remove_Object (line); } } return ; } ////////////////////////////////////////////////////////////////////// // // Post_Export // ////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Post_Export (void) { if (m_PhysObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj); // // Pass the Post_Export call onto any child nodes as well // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; // // Add the line back into the world // ::Get_Scene_Editor ()->Add_Dynamic_Object (line); } } Release_Ref (); return ; } ////////////////////////////////////////////////////////////////////// // // Add_Child_Node // ////////////////////////////////////////////////////////////////////// NodeClass * BuildingNodeClass::Add_Child_Node (const Matrix3D &tm) { BuildingChildNodeClass *child_node = new BuildingChildNodeClass; child_node->Initialize (); child_node->Set_Transform (tm); child_node->Set_Building (this); NodeMgrClass::Setup_Node_Identity (*child_node); m_ChildNodes.Add (child_node); // // Create and add the line from the building to the child node // EditorLineClass *line = new EditorLineClass; line->Reset (m_Transform.Get_Translation (), tm.Get_Translation ()); m_ChildLines.Add (line); // // Add the objects to the scene if necessary // if (m_IsInScene) { child_node->Add_To_Scene (); ::Get_Scene_Editor ()->Add_Dynamic_Object (line); } return child_node; } ////////////////////////////////////////////////////////////////////// // // Can_Add_Child_Nodes // ////////////////////////////////////////////////////////////////////// bool BuildingNodeClass::Can_Add_Child_Nodes (void) const { bool retval = false; BuildingGameObj *building = Get_Building (); if (building != NULL) { // // Is this one of the types of buildings which need // child nodes? // if (building->As_VehicleFactoryGameObj () != NULL) { // // This type of building can only have one child node // if (m_ChildNodes.Count () == 0) { retval = true; } } else if (building->As_RefineryGameObj () != NULL) { // // This type of building can only have one child node // if (m_ChildNodes.Count () == 0) { retval = true; } } } return retval; } ////////////////////////////////////////////////////////////////////// // // Remove_Child_Node // ////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Remove_Child_Node (NodeClass *child_node) { // // Try to find the child node // for (int index = 0; index < m_ChildNodes.Count (); index ++) { if (child_node == m_ChildNodes[index]) { // // Free the child node // MEMBER_RELEASE (child_node); m_ChildNodes.Delete (index); // // Remove and free the line to the child node // ::Get_Scene_Editor ()->Remove_Object (m_ChildLines[index]); m_ChildLines[index]->Release_Ref (); m_ChildLines.Delete (index); break; } } return ; } ////////////////////////////////////////////////////////////////////// // // Free_Child_Nodes // ////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Free_Child_Nodes (void) { SceneEditorClass *scene = ::Get_Scene_Editor (); // // Release our hold on each child node // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; scene->Remove_Object (line); child_node->Remove_From_Scene (); MEMBER_RELEASE (child_node); MEMBER_RELEASE (line); } // // Remove all the child nodes from the list // m_ChildNodes.Delete_All (); m_ChildLines.Delete_All (); return ; } ////////////////////////////////////////////////////////////////////////////// // // Add_To_Scene // ////////////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Add_To_Scene (void) { SceneEditorClass *scene = ::Get_Scene_Editor (); // // Add all the waypoints to the scene // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; child_node->Add_To_Scene (); scene->Add_Dynamic_Object (line); } NodeClass::Add_To_Scene (); return ; } ////////////////////////////////////////////////////////////////////////////// // // Remove_From_Scene // ////////////////////////////////////////////////////////////////////////////// void BuildingNodeClass::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_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; child_node->Remove_From_Scene (); scene->Remove_Object (line); } } NodeClass::Remove_From_Scene (); return ; } ////////////////////////////////////////////////////////////////////////////// // // Update_Lines // ////////////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Update_Lines (void) { for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; // // Update the line between the node and its child // line->Reset (Get_Transform ().Get_Translation (), child_node->Get_Position ()); } return ; } ////////////////////////////////////////////////////////////////////////////// // // Hide // ////////////////////////////////////////////////////////////////////////////// void BuildingNodeClass::Hide (bool hide) { // // Apply the same operation to all the child nodes and lines // for (int index = 0; index < m_ChildNodes.Count (); index ++) { NodeClass *child_node = m_ChildNodes[index]; EditorLineClass *line = m_ChildLines[index]; child_node->Hide (hide); line->Hide (hide); } NodeClass::Hide (hide); return ; } ////////////////////////////////////////////////////////////////////////////// // // Get_Sub_Node // ////////////////////////////////////////////////////////////////////////////// NodeClass * BuildingNodeClass::Get_Sub_Node (int index) { return m_ChildNodes[index]; }