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CnC_Renegade/Code/Tools/LevelEdit/CoverAttackPointNode.cpp

361 lines
9.7 KiB
C++

/*
** 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/CoverAttackPointNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/22/01 11:17a $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "coverspotnode.h"
#include "coverattackpointnode.h"
#include "sceneeditor.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "chunkio.h"
#include "nodemgr.h"
#include "modelutils.h"
#include "soldier.h"
#include "presetmgr.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<CoverAttackPointNodeClass, CHUNKID_NODE_COVER_ATTACK_POINT> _CoverAttackPointNodePersistFactory;
enum
{
CHUNKID_VARIABLES = 0x05260946,
CHUNKID_BASE_CLASS
};
enum
{
VARID_REQUIRES_CROUCH = 0x01,
VARID_ATTACK_POINT,
};
//////////////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////////////
PhysClass * CoverAttackPointNodeClass::_TheCollisionObj = NULL;
int CoverAttackPointNodeClass::_InstanceCount = 0;
//////////////////////////////////////////////////////////////////////////////
//
// CoverAttackPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverAttackPointNodeClass::CoverAttackPointNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_CoverSpot (NULL),
NodeClass (preset)
{
_InstanceCount ++;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// CoverAttackPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverAttackPointNodeClass::CoverAttackPointNodeClass (const CoverAttackPointNodeClass &src)
: m_PhysObj (NULL),
m_CoverSpot (NULL),
NodeClass (NULL)
{
_InstanceCount ++;
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~CoverAttackPointNodeClass
//
//////////////////////////////////////////////////////////////////////////////
CoverAttackPointNodeClass::~CoverAttackPointNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
//
// Free the collision object when all instances have gone away
//
_InstanceCount --;
if (_InstanceCount == 0) {
MEMBER_RELEASE (_TheCollisionObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
CoverAttackPointNodeClass::Initialize (void)
{
MEMBER_RELEASE (m_PhysObj);
//
// Create the attack-point render object
//
RenderObjClass *render_obj = ::Create_Render_Obj ("WAY_B");
WWASSERT (render_obj != NULL);
if (render_obj != NULL) {
// Create the new physics object
m_PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
m_PhysObj->Set_Model (render_obj);
m_PhysObj->Set_Transform (Matrix3D(1));
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);
// Release our hold on the render object pointer
MEMBER_RELEASE (render_obj);
}
if (_TheCollisionObj == NULL) {
//
// Create the collision physics object
//
PresetClass *preset = PresetMgrClass::Find_Preset ("Walk-Thru");
if (preset != NULL && preset->Get_Definition () != NULL) {
//
// Load the assets for this preset and get its definition
//
preset->Load_All_Assets ();
SoldierGameObjDef *definition = (SoldierGameObjDef *)preset->Get_Definition ();
//
// Create the collision physics object
//
SoldierGameObj *game_obj = new SoldierGameObj;
game_obj->Init (*definition);
MEMBER_ADD (_TheCollisionObj, game_obj->Peek_Physical_Object ());
game_obj->Set_Delete_Pending ();
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
CoverAttackPointNodeClass::Get_Factory (void) const
{
return _CoverAttackPointNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
CoverAttackPointNodeClass::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
CoverAttackPointNodeClass::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
CoverAttackPointNodeClass::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 CoverAttackPointNodeClass &
CoverAttackPointNodeClass::operator= (const CoverAttackPointNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
CoverAttackPointNodeClass::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) {
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
CoverAttackPointNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// On_Delete
//
//////////////////////////////////////////////////////////////////////
void
CoverAttackPointNodeClass::On_Delete (void)
{
//
// Remove ourselves from the cover spot
//
if (m_CoverSpot) {
m_CoverSpot->Remove_Attack_Point (this);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Peek_Collision_Obj
//
//////////////////////////////////////////////////////////////////////
PhysClass *
CoverAttackPointNodeClass::Peek_Collision_Obj (void) const
{
if (_TheCollisionObj != NULL) {
_TheCollisionObj->Set_Transform (m_Transform);
}
return _TheCollisionObj;
}