/* ** 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 . */ /*********************************************************************************************** *** 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/SpawnPointNode.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/02/00 6:07p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "stdafx.h" #include "spawnernode.h" #include "spawnpointnode.h" #include "sceneeditor.h" #include "collisiongroups.h" #include "persistfactory.h" #include "editorchunkids.h" #include "preset.h" #include "chunkio.h" #include "nodemgr.h" #include "soldier.h" #include "modelutils.h" ////////////////////////////////////////////////////////////////////////////// // Persist factory ////////////////////////////////////////////////////////////////////////////// SimplePersistFactoryClass _SpawnPointNodePersistFactory; ////////////////////////////////////////////////////////////////////////////// // Save/load constants ////////////////////////////////////////////////////////////////////////////// enum { CHUNKID_VARIABLES = 0x05260946, CHUNKID_BASE_CLASS }; enum { VARID_XXX = 0x01, }; ////////////////////////////////////////////////////////////////////////////// // // SpawnPointNodeClass // ////////////////////////////////////////////////////////////////////////////// SpawnPointNodeClass::SpawnPointNodeClass (PresetClass *preset) : PhysObj (NULL), SpawnerNode (NULL), NodeClass (preset) { return ; } ////////////////////////////////////////////////////////////////////////////// // // SpawnPointNodeClass // ////////////////////////////////////////////////////////////////////////////// SpawnPointNodeClass::SpawnPointNodeClass (const SpawnPointNodeClass &src) : PhysObj (NULL), SpawnerNode (NULL), NodeClass (NULL) { *this = src; return ; } ////////////////////////////////////////////////////////////////////////////// // // ~SpawnPointNodeClass // ////////////////////////////////////////////////////////////////////////////// SpawnPointNodeClass::~SpawnPointNodeClass (void) { Remove_From_Scene (); MEMBER_RELEASE (PhysObj); return ; } ////////////////////////////////////////////////////////////////////////////// // // Initialize // // Note: This may be called more than once. It is used as an 'initialize' // and a 're-initialize'. // ////////////////////////////////////////////////////////////////////////////// void SpawnPointNodeClass::Initialize (void) { MEMBER_RELEASE (PhysObj); // // Create the spawn-point render object // RenderObjClass *render_obj = SpawnerNode->Get_Spawned_Model (); WWASSERT (render_obj != NULL); if (render_obj != NULL) { // Create the new physics object PhysObj = new DecorationPhysClass; // // Configure the physics object with information about // its new render object and collision data. // PhysObj->Set_Model (render_obj); PhysObj->Set_Transform (Matrix3D(1)); PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP); PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE); PhysObj->Set_Transform (m_Transform); ::Set_Model_Collision_Type (PhysObj->Peek_Model (), COLLISION_TYPE_0); // Release our hold on the render object pointer MEMBER_RELEASE (render_obj); } return ; } //////////////////////////////////////////////////////////////// // // Get_Factory // //////////////////////////////////////////////////////////////// const PersistFactoryClass & SpawnPointNodeClass::Get_Factory (void) const { return _SpawnPointNodePersistFactory; } ///////////////////////////////////////////////////////////////// // // Save // ///////////////////////////////////////////////////////////////// bool SpawnPointNodeClass::Save (ChunkSaveClass &csave) { csave.Begin_Chunk (CHUNKID_BASE_CLASS); NodeClass::Save (csave); csave.End_Chunk (); csave.Begin_Chunk (CHUNKID_VARIABLES); csave.End_Chunk (); return true; } ///////////////////////////////////////////////////////////////// // // Load // ///////////////////////////////////////////////////////////////// bool SpawnPointNodeClass::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 SpawnPointNodeClass::Load_Variables (ChunkLoadClass &cload) { // // Loop through all the microchunks that define the variables // while (cload.Open_Micro_Chunk ()) { /*switch (cload.Cur_Micro_Chunk_ID ()) { }*/ cload.Close_Micro_Chunk (); } return true; } ///////////////////////////////////////////////////////////////// // // operator= // ///////////////////////////////////////////////////////////////// const SpawnPointNodeClass & SpawnPointNodeClass::operator= (const SpawnPointNodeClass &src) { NodeClass::operator= (src); return *this; } ////////////////////////////////////////////////////////////////////// // // Pre_Export // ////////////////////////////////////////////////////////////////////// void SpawnPointNodeClass::Pre_Export (void) { // // Remove ourselves from the 'system' so we don't get accidentally // saved during the export. // Add_Ref (); if (PhysObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Remove_Object (PhysObj); } return ; } ////////////////////////////////////////////////////////////////////// // // Post_Export // ////////////////////////////////////////////////////////////////////// void SpawnPointNodeClass::Post_Export (void) { // // Put ourselves back into the system // if (PhysObj != NULL && m_IsInScene) { ::Get_Scene_Editor ()->Add_Dynamic_Object (PhysObj); } Release_Ref (); return ; } ////////////////////////////////////////////////////////////////////// // // On_Delete // ////////////////////////////////////////////////////////////////////// void SpawnPointNodeClass::On_Delete (void) { // // Remove ourselves from the spawner // if (SpawnerNode) { SpawnerNode->Remove_Spawn_Point (this); } return ; }