/*
** 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/SpawnerNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/13/01 9:44a $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "spawnernode.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 "editorchunkids.h"
#include "preset.h"
#include "spawn.h"
#include "physicalgameobj.h"
#include "presetmgr.h"
#include "decophys.h"
#include "nodemgr.h"
#include "modelutils.h"
#include "spawnpointnode.h"
#include "nodescriptsproppage.h"
#include "nodeinfopage.h"
#include "editorpropsheet.h"
#include "positionpage.h"
#include "editscript.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass _SpawnerNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
// Save/load constants
//////////////////////////////////////////////////////////////////////////////
enum
{
CHUNKID_VARIABLES = 0x10251200,
CHUNKID_BASE_CLASS,
CHUNKID_SCRIPT
};
enum
{
VARID_SPAWN_POINT = 0x01,
};
//////////////////////////////////////////////////////////////////////////////
//
// SpawnerNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SpawnerNodeClass::SpawnerNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_SpawnerObj (NULL),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// SpawnerNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SpawnerNodeClass::SpawnerNodeClass (const SpawnerNodeClass &src)
: m_PhysObj (NULL),
m_SpawnerObj (NULL),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~SpawnerNodeClass
//
//////////////////////////////////////////////////////////////////////////////
SpawnerNodeClass::~SpawnerNodeClass (void)
{
Free_Spawn_Points ();
Remove_From_Scene ();
Free_Scripts ();
MEMBER_RELEASE (m_PhysObj);
SAFE_DELETE (m_SpawnerObj);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Initialize (void)
{
MEMBER_RELEASE (m_PhysObj);
SAFE_DELETE (m_SpawnerObj);
SpawnerDefClass *definition = static_cast (m_Preset->Get_Definition ());
if (definition != NULL) {
//
// Create the spawner object object
//
Load_Assets ();
m_Preset->Load_All_Assets ();
Create_Spawner_Obj ();
//
// Get a model to represet the spawner with
//
RenderObjClass *model = Get_Spawned_Model ();
if (model != NULL) {
//
// Create our own physics object around the visual representation
// of the game object.
//
m_PhysObj = new DecorationPhysClass;
m_PhysObj->Set_Model (model);
model->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
::Set_Model_Collision_Type (model, COLLISION_TYPE_6);
MEMBER_RELEASE (model);
//
// Make sure the physics object has the correct position
//
Set_Transform (m_Transform);
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
SpawnerNodeClass::Get_Factory (void) const
{
return _SpawnerNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
SpawnerNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
//
// Save the list of scripts
//
for (int index = 0; index < m_Scripts.Count (); index ++) {
EditScriptClass *script = m_Scripts[index];
//
// Have this script save itself
//
csave.Begin_Chunk (CHUNKID_SCRIPT);
script->Save (csave);
csave.End_Chunk ();
}
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Save the list of spawn points transforms
//
for (index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
if (spawn_point != NULL) {
Matrix3D tm = spawn_point->Get_Transform ();
WRITE_MICRO_CHUNK (csave, VARID_SPAWN_POINT, tm);
}
}
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
SpawnerNodeClass::Load (ChunkLoadClass &cload)
{
Free_Spawn_Points ();
Free_Scripts ();
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_SCRIPT:
{
EditScriptClass *script = new EditScriptClass;
if (script->Load (cload)) {
m_Scripts.Add (script);
}
}
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
SaveLoadSystemClass::Register_Post_Load_Callback (this);
return true;
}
///////////////////////////////////////////////////////////////////////
//
// On_Post_Load
//
///////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::On_Post_Load (void)
{
//
// If the spawner isn't valid, then remove it from the system
//
if (m_Preset == NULL) {
::Get_Scene_Editor ()->Delete_Node (this, false);
} else {
//
// Create the spawner object object
//
Load_Assets ();
m_Preset->Load_All_Assets ();
Create_Spawner_Obj ();
//
// Add each spawn point at the given locations
//
for (int index = 0; index < m_SpawnPointLoadList.Count (); index ++) {
Add_Spawn_Point (m_SpawnPointLoadList[index]);
}
}
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
SpawnerNodeClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
case VARID_SPAWN_POINT:
{
//
// Read the spawn point's transfrom from the chunk
//
Matrix3D tm;
cload.Read (&tm, sizeof (tm));
m_SpawnPointLoadList.Add (tm);
//Add_Spawn_Point (tm);
}
break;
}
cload.Close_Micro_Chunk ();
}
return true;
}
////////////////////////////////////////////////////////////////
//
// Get_Spawned_Model
//
////////////////////////////////////////////////////////////////
RenderObjClass *
SpawnerNodeClass::Get_Spawned_Model (void)
{
RenderObjClass *model = NULL;
if (m_SpawnerObj != NULL) {
//
// Spawn an object
//
PhysicalGameObj *game_obj = m_SpawnerObj->Create_Spawned_Object ();
if (game_obj != NULL) {
//
// Dig the render object out of the game object
//
PhysClass *phys_obj = game_obj->Peek_Physical_Object ();
RenderObjClass *render_obj = phys_obj->Peek_Model ();
//
// Make a copy of the render object to return to the caller
//
model = render_obj->Clone ();
//
// We don't need the game object, we just need the visual representation
// of the gameobject
//
game_obj->Set_Delete_Pending ();
}
}
return model;
}
////////////////////////////////////////////////////////////////
//
// Load_Assets
//
////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Load_Assets (void)
{
if (m_Preset != NULL) {
SpawnerDefClass *definition = static_cast (m_Preset->Get_Definition ());
if (definition != NULL) {
//
// Loop over all the possible spawned objects and make sure to load their assets
//
const DynamicVectorClass &list = definition->Get_Spawn_Definition_ID_List ();
for (int index = 0; index < list.Count (); index ++) {
PresetClass *preset = PresetMgrClass::Find_Preset (list[index]);
if (preset != NULL) {
preset->Load_All_Assets ();
}
}
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Spawned_Definition_ID
//
////////////////////////////////////////////////////////////////
uint32
SpawnerNodeClass::Get_Spawned_Definition_ID (void)
{
uint32 id = 0;
if (m_Preset != NULL) {
SpawnerDefClass *definition = static_cast (m_Preset->Get_Definition ());
if (definition != NULL) {
const DynamicVectorClass &list = definition->Get_Spawn_Definition_ID_List ();
if (list.Count () > 0) {
id = list[0];
}
}
}
return id;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const SpawnerNodeClass &
SpawnerNodeClass::operator= (const SpawnerNodeClass &src)
{
NodeClass::operator= (src);
//
// Make sure we have the spawner object created
//
Load_Assets ();
m_Preset->Load_All_Assets ();
Create_Spawner_Obj ();
//
// Copy the spawn point list
//
Free_Spawn_Points ();
for (int index = 0; index < src.m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = src.m_SpawnPointNodes[index];
if (spawn_point != NULL) {
Add_Spawn_Point (spawn_point->Get_Transform ());
}
}
//
// Copy the script list from the source object
//
Copy_Scripts (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::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) {
SceneEditorClass *scene = ::Get_Scene_Editor ();
scene->Remove_Object (m_PhysObj);
//
// Get the fresh spawner list
//
SpawnPointListType *list = m_SpawnerObj->Get_Spawn_Point_List ();
list->Delete_All ();
//
// Process each spawn point
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
//
// Remove the editor only objects from the world
//
scene->Remove_Object (line);
//
// Add this spawn point to the spawner
//
list->Add (spawn_point->Get_Transform ());
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
SceneEditorClass *scene = ::Get_Scene_Editor ();
scene->Add_Dynamic_Object (m_PhysObj);
//
// Process each spawn point
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
//
// Remove the editor only objects from the world
//
scene->Add_Dynamic_Object (line);
}
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Add_To_Scene (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
Create_Spawner_Obj ();
//
// Add all the spawn points to the scene
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
spawn_point->Add_To_Scene ();
scene->Add_Dynamic_Object (line);
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Remove_From_Scene (void)
{
SAFE_DELETE (m_SpawnerObj);
SceneEditorClass *scene = ::Get_Scene_Editor ();
if (scene != NULL && m_IsInScene) {
//
// Remove all the spawn points from the scene
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
spawn_point->Remove_From_Scene ();
scene->Remove_Object (line);
}
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Create_Spawner_Obj
//
//////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Create_Spawner_Obj (void)
{
if (m_SpawnerObj == NULL) {
// Recreate the spawner object
SpawnerDefClass *definition = static_cast (m_Preset->Get_Definition ());
if (definition != NULL) {
m_SpawnerObj = (SpawnerClass *)::Instance_Definition (definition);
if (m_SpawnerObj != NULL) {
m_SpawnerObj->Set_TM (m_Transform);
m_SpawnerObj->Set_ID (m_ID);
}
}
Assign_Scripts ();
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Set_ID
//
/////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Set_ID (uint32 id)
{
NodeClass::Set_ID (id);
if (m_SpawnerObj != NULL) {
m_SpawnerObj->Set_ID (m_ID);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Add_Spawn_Point
//
//////////////////////////////////////////////////////////////////////
SpawnPointNodeClass *
SpawnerNodeClass::Add_Spawn_Point (const Matrix3D &tm)
{
//
// Create the new spawn point
//
SpawnPointNodeClass *spawn_point = new SpawnPointNodeClass;
spawn_point->Set_Spawner (this);
spawn_point->Initialize ();
spawn_point->Set_Transform (tm);
NodeMgrClass::Setup_Node_Identity (*spawn_point);
//
// Create the line from the spawner to the spawn point
//
EditorLineClass *line = new EditorLineClass;
const AABoxClass &box1 = m_PhysObj->Peek_Model ()->Get_Bounding_Box ();
const AABoxClass &box2 = spawn_point->Peek_Physics_Obj ()->Peek_Model ()->Get_Bounding_Box ();
Vector3 offset1 (0, 0, box1.Extent.Z);
Vector3 offset2 (0, 0, box2.Extent.Z);
line->Set_Color (Vector3 (0.5F, 0, 0.75F));
line->Reset (m_Transform.Get_Translation () + offset1, tm.Get_Translation () + offset2);
//
// Add the spawn point and its line to our data structures
//
m_SpawnPointLines.Add (line);
m_SpawnPointNodes.Add (spawn_point);
//
// Add the spawn point to the scene
//
if (m_IsInScene) {
spawn_point->Add_To_Scene ();
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
}
return spawn_point;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_Spawn_Point
//
//////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Remove_Spawn_Point (SpawnPointNodeClass *spawn_point)
{
//
// Try to find the spawn point
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
if (spawn_point == m_SpawnPointNodes[index]) {
//
// Free the spawn point
//
MEMBER_RELEASE (spawn_point);
m_SpawnPointNodes.Delete (index);
//
// Remove and free the line to the spawn point
//
::Get_Scene_Editor ()->Remove_Object (m_SpawnPointLines[index]);
m_SpawnPointLines[index]->Release_Ref ();
m_SpawnPointLines.Delete (index);
break;
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Free_Spawn_Points
//
//////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Free_Spawn_Points (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
//
// Release our hold on each spawn point
//
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
scene->Remove_Object (line);
spawn_point->Remove_From_Scene ();
MEMBER_RELEASE (spawn_point);
MEMBER_RELEASE (line);
}
//
// Remove all the spawn points from the list
//
m_SpawnPointNodes.Delete_All ();
m_SpawnPointLines.Delete_All ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Lines
//
//////////////////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Update_Lines (void)
{
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
EditorLineClass *line = m_SpawnPointLines[index];
//
// Update the line so it goes between the centers of the objects
//
const AABoxClass &box1 = m_PhysObj->Peek_Model ()->Get_Bounding_Box ();
const AABoxClass &box2 = spawn_point->Peek_Physics_Obj ()->Peek_Model ()->Get_Bounding_Box ();
Vector3 offset1 (0, 0, box1.Extent.Z);
Vector3 offset2 (0, 0, box2.Extent.Z);
line->Reset (m_Transform.Get_Translation () + offset1, spawn_point->Get_Position () + offset2);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_Child_Node
//
//////////////////////////////////////////////////////////////////////////////
NodeClass *
SpawnerNodeClass::Add_Child_Node (const Matrix3D &tm)
{
return Add_Spawn_Point (tm);
}
////////////////////////////////////////////////////////////////
//
// Show_Settings_Dialog
//
////////////////////////////////////////////////////////////////
bool
SpawnerNodeClass::Show_Settings_Dialog (void)
{
NodeInfoPageClass info_tab (this);
PositionPageClass pos_tab (this);
NodeScriptsPropPage scripts_tab (&m_Scripts);
EditorPropSheetClass prop_sheet;
prop_sheet.Add_Page (&info_tab);
prop_sheet.Add_Page (&pos_tab);
prop_sheet.Add_Page (&scripts_tab);
// Show the property sheet
UINT ret_code = prop_sheet.DoModal ();
if (ret_code == IDOK) {
//
// If the scripts changed, then we need to
// reload the object and assign it the new
// set of scripts.
//
Reload ();
}
// Return true if the user clicked OK
return (ret_code == IDOK);
}
/////////////////////////////////////////////////////////////////
//
// Copy_Scripts
//
/////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Copy_Scripts (const SpawnerNodeClass &src)
{
Free_Scripts ();
//
// Loop over all the scripts in the src object and copy them.
//
for (int index = 0; index < src.m_Scripts.Count (); index ++) {
EditScriptClass *script = src.m_Scripts[index];
if (script != NULL) {
//
// Make ourselves a copy of the script
//
EditScriptClass *our_copy = new EditScriptClass (*script);
m_Scripts.Add (our_copy);
}
}
return ;
}
/////////////////////////////////////////////////////////////////
//
// Free_Scripts
//
/////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Free_Scripts (void)
{
for (int index = 0; index < m_Scripts.Count (); index ++) {
EditScriptClass *script = m_Scripts[index];
SAFE_DELETE (script);
}
m_Scripts.Delete_All ();
return ;
}
/////////////////////////////////////////////////////////////////
//
// Assign_Scripts
//
/////////////////////////////////////////////////////////////////
void
SpawnerNodeClass::Assign_Scripts (void)
{
if (m_SpawnerObj != NULL) {
for (int index = 0; index < m_Scripts.Count (); index ++) {
EditScriptClass *script = m_Scripts[index];
m_SpawnerObj->Add_Script (script->Get_Name (), script->Get_Composite_String ());
}
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Sub_Node
//
//////////////////////////////////////////////////////////////////////////////
NodeClass *
SpawnerNodeClass::Get_Sub_Node (int index)
{
return m_SpawnPointNodes[index];
}