455 lines
11 KiB
C++
455 lines
11 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/ObjectNode.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:: 20 $*
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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 "objectnode.h"
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#include "sceneeditor.h"
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#include "tiledefinition.h"
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#include "filemgr.h"
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#include "_assetmgr.h"
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#include "editorassetmgr.h"
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#include "w3d_file.h"
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#include "cameramgr.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 "editscript.h"
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#include "nodeinfopage.h"
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#include "nodescriptsproppage.h"
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#include "editorpropsheet.h"
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#include "positionpage.h"
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#include "modelutils.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<ObjectNodeClass, CHUNKID_NODE_OBJECTS> _ObjectNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x10271102,
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CHUNKID_BASE_CLASS,
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CHUNKID_SCRIPT
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// ObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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ObjectNodeClass::ObjectNodeClass (PresetClass *preset)
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: m_GameObj (NULL),
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NodeClass (preset)
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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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// ObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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ObjectNodeClass::ObjectNodeClass (const ObjectNodeClass &src)
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: m_GameObj (NULL),
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NodeClass (NULL)
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{
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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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// ~ObjectNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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ObjectNodeClass::~ObjectNodeClass (void)
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{
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Remove_From_Scene ();
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Destroy_Game_Obj ();
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Free_Scripts ();
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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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ObjectNodeClass::Initialize (void)
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{
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Destroy_Game_Obj ();
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if (m_Preset != NULL) {
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m_Preset->Load_All_Assets ();
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Create_Game_Obj ();
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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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ObjectNodeClass::Get_Factory (void) const
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{
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return _ObjectNodePersistFactory;
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}
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////////////////////////////////////////////////////////////////
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//
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// Show_Settings_Dialog
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//
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////////////////////////////////////////////////////////////////
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bool
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ObjectNodeClass::Show_Settings_Dialog (void)
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{
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NodeInfoPageClass info_tab (this);
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PositionPageClass pos_tab (this);
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NodeScriptsPropPage scripts_tab (&m_Scripts);
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EditorPropSheetClass prop_sheet;
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prop_sheet.Add_Page (&info_tab);
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prop_sheet.Add_Page (&pos_tab);
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prop_sheet.Add_Page (&scripts_tab);
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// Show the property sheet
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UINT ret_code = prop_sheet.DoModal ();
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if (ret_code == IDOK) {
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//
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// If the scripts changed, then we need to
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// reload the object and assign it the new
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// set of scripts.
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//
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Reload ();
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}
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// Return true if the user clicked OK
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return (ret_code == IDOK);
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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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ObjectNodeClass::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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//
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// Save the list of scripts
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//
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for (int index = 0; index < m_Scripts.Count (); index ++) {
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EditScriptClass *script = m_Scripts[index];
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//
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// Have this script save itself
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//
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csave.Begin_Chunk (CHUNKID_SCRIPT);
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script->Save (csave);
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csave.End_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
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//
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/////////////////////////////////////////////////////////////////
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bool
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ObjectNodeClass::Load (ChunkLoadClass &cload)
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{
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Free_Scripts ();
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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_SCRIPT:
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{
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EditScriptClass *script = new EditScriptClass;
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if (script->Load (cload)) {
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m_Scripts.Add (script);
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}
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}
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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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// Free_Scripts
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//
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/////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Free_Scripts (void)
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{
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for (int index = 0; index < m_Scripts.Count (); index ++) {
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EditScriptClass *script = m_Scripts[index];
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SAFE_DELETE (script);
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}
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m_Scripts.Delete_All ();
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return ;
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}
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/////////////////////////////////////////////////////////////////
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//
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// Assign_Scripts
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//
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/////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Assign_Scripts (void)
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{
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if (m_GameObj != NULL) {
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for (int index = 0; index < m_Scripts.Count (); index ++) {
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EditScriptClass *script = m_Scripts[index];
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//
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// Create the game script and pass it onto the game obj
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//
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ScriptClass *game_script = script->Create_Script ();
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if (game_script != NULL) {
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m_GameObj->Add_Observer (game_script);
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}
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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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// Copy_Scripts
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//
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/////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Copy_Scripts (const ObjectNodeClass &src)
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{
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Free_Scripts ();
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//
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// Loop over all the scripts in the src object and copy them.
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//
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for (int index = 0; index < src.m_Scripts.Count (); index ++) {
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EditScriptClass *script = src.m_Scripts[index];
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if (script != NULL) {
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//
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// Make ourselves a copy of the script
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//
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EditScriptClass *our_copy = new EditScriptClass (*script);
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m_Scripts.Add (our_copy);
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}
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}
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Assign_Scripts ();
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return ;
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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 ObjectNodeClass &
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ObjectNodeClass::operator= (const ObjectNodeClass &src)
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{
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//
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// Copy the script list from the source object
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//
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Copy_Scripts (src);
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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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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Add_To_Scene (void)
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{
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Create_Game_Obj ();
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NodeClass::Add_To_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Remove_From_Scene
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//
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//////////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Remove_From_Scene (void)
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{
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Destroy_Game_Obj ();
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NodeClass::Remove_From_Scene ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Create_Game_Obj
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//
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//////////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Create_Game_Obj (void)
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{
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if (m_GameObj == NULL) {
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DefinitionClass *definition = m_Preset->Get_Definition ();
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if (definition != NULL) {
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//
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// Create the game object
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//
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m_GameObj = (ScriptableGameObj *)::Instance_Definition (definition);
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//
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// Assign 'hit-test' information to this game object
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//
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if (m_GameObj != NULL) {
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PhysClass *phys_obj = Peek_Physics_Obj ();
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RenderObjClass *render_obj = phys_obj->Peek_Model ();
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if (render_obj != NULL) {
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render_obj->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (render_obj, COLLISION_TYPE_6);
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}
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//
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// Make sure the physics object has the correct position
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//
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Set_Transform (m_Transform);
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m_GameObj->Set_ID (m_ID);
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PhysicalGameObj *game_obj = Peek_Game_Obj ();
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if (game_obj != NULL) {
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game_obj->Startup ();
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}
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//
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// Make sure we don't put the object into the scene prematurely
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//
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if (phys_obj->Get_Culling_System () != NULL) {
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::Get_Scene_Editor ()->Remove_Object (phys_obj);
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}
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}
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Assign_Scripts ();
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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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// Destroy_Game_Obj
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//
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//////////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Destroy_Game_Obj (void)
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{
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if (m_GameObj != NULL) {
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m_GameObj->Set_Delete_Pending ();
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m_GameObj = NULL;
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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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// Set_ID
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//
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/////////////////////////////////////////////////////////////////
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void
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ObjectNodeClass::Set_ID (uint32 id)
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{
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NodeClass::Set_ID (id);
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if (m_GameObj != NULL) {
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m_GameObj->Set_ID (m_ID);
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}
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return ;
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}
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