361 lines
9.7 KiB
C++
361 lines
9.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/CoverAttackPointNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/22/01 11:17a $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stdafx.h"
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#include "coverspotnode.h"
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#include "coverattackpointnode.h"
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#include "sceneeditor.h"
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#include "collisiongroups.h"
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#include "persistfactory.h"
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#include "editorchunkids.h"
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#include "preset.h"
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#include "chunkio.h"
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#include "nodemgr.h"
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#include "modelutils.h"
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#include "soldier.h"
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#include "presetmgr.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<CoverAttackPointNodeClass, CHUNKID_NODE_COVER_ATTACK_POINT> _CoverAttackPointNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x05260946,
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CHUNKID_BASE_CLASS
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};
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enum
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{
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VARID_REQUIRES_CROUCH = 0x01,
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VARID_ATTACK_POINT,
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};
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//////////////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////////////
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PhysClass * CoverAttackPointNodeClass::_TheCollisionObj = NULL;
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int CoverAttackPointNodeClass::_InstanceCount = 0;
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//////////////////////////////////////////////////////////////////////////////
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//
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// CoverAttackPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverAttackPointNodeClass::CoverAttackPointNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_CoverSpot (NULL),
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NodeClass (preset)
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{
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_InstanceCount ++;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// CoverAttackPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverAttackPointNodeClass::CoverAttackPointNodeClass (const CoverAttackPointNodeClass &src)
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: m_PhysObj (NULL),
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m_CoverSpot (NULL),
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NodeClass (NULL)
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{
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_InstanceCount ++;
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*this = src;
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// ~CoverAttackPointNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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CoverAttackPointNodeClass::~CoverAttackPointNodeClass (void)
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{
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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//
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// Free the collision object when all instances have gone away
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//
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_InstanceCount --;
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if (_InstanceCount == 0) {
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MEMBER_RELEASE (_TheCollisionObj);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////////////
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//
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// Initialize
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//
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// Note: This may be called more than once. It is used as an 'initialize'
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// and a 're-initialize'.
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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CoverAttackPointNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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//
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// Create the attack-point render object
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//
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RenderObjClass *render_obj = ::Create_Render_Obj ("WAY_B");
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WWASSERT (render_obj != NULL);
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if (render_obj != NULL) {
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// Create the new physics object
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m_PhysObj = new DecorationPhysClass;
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//
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// Configure the physics object with information about
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// its new render object and collision data.
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//
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m_PhysObj->Set_Model (render_obj);
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m_PhysObj->Set_Transform (Matrix3D(1));
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Set_Transform (m_Transform);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_0);
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// Release our hold on the render object pointer
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MEMBER_RELEASE (render_obj);
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}
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if (_TheCollisionObj == NULL) {
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//
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// Create the collision physics object
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//
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PresetClass *preset = PresetMgrClass::Find_Preset ("Walk-Thru");
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if (preset != NULL && preset->Get_Definition () != NULL) {
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//
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// Load the assets for this preset and get its definition
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//
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preset->Load_All_Assets ();
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SoldierGameObjDef *definition = (SoldierGameObjDef *)preset->Get_Definition ();
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//
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// Create the collision physics object
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//
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SoldierGameObj *game_obj = new SoldierGameObj;
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game_obj->Init (*definition);
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MEMBER_ADD (_TheCollisionObj, game_obj->Peek_Physical_Object ());
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game_obj->Set_Delete_Pending ();
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}
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}
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return ;
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}
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////////////////////////////////////////////////////////////////
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//
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// Get_Factory
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//
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////////////////////////////////////////////////////////////////
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const PersistFactoryClass &
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CoverAttackPointNodeClass::Get_Factory (void) const
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{
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return _CoverAttackPointNodePersistFactory;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Save
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//
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/////////////////////////////////////////////////////////////////
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bool
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CoverAttackPointNodeClass::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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NodeClass::Save (csave);
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csave.End_Chunk ();
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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csave.End_Chunk ();
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Load
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//
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/////////////////////////////////////////////////////////////////
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bool
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CoverAttackPointNodeClass::Load (ChunkLoadClass &cload)
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{
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_BASE_CLASS:
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NodeClass::Load (cload);
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break;
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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CoverAttackPointNodeClass::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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/*switch (cload.Cur_Micro_Chunk_ID ()) {
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}*/
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cload.Close_Micro_Chunk ();
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}
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return true;
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}
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/////////////////////////////////////////////////////////////////
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//
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// operator=
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//
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/////////////////////////////////////////////////////////////////
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const CoverAttackPointNodeClass &
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CoverAttackPointNodeClass::operator= (const CoverAttackPointNodeClass &src)
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{
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NodeClass::operator= (src);
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return *this;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Pre_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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CoverAttackPointNodeClass::Pre_Export (void)
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{
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//
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// Remove ourselves from the 'system' so we don't get accidentally
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// saved during the export.
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//
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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CoverAttackPointNodeClass::Post_Export (void)
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{
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//
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// Put ourselves back into the system
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//
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
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}
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Release_Ref ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// On_Delete
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//
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//////////////////////////////////////////////////////////////////////
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void
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CoverAttackPointNodeClass::On_Delete (void)
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{
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//
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// Remove ourselves from the cover spot
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//
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if (m_CoverSpot) {
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m_CoverSpot->Remove_Attack_Point (this);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Peek_Collision_Obj
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//
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//////////////////////////////////////////////////////////////////////
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PhysClass *
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CoverAttackPointNodeClass::Peek_Collision_Obj (void) const
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{
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if (_TheCollisionObj != NULL) {
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_TheCollisionObj->Set_Transform (m_Transform);
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}
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return _TheCollisionObj;
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}
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