/* ** 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]; }