549 lines
14 KiB
C++
549 lines
14 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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// PresetGeneralTab.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "PresetTransitionTab.h"
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#include "definition.h"
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#include "preset.h"
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#include "utils.h"
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#include "TransitionEditDialog.h"
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#include "objectnode.h"
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#include "rendobj.h"
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#include "SceneEditor.h"
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#include "decophys.h"
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#include "CollisionGroups.h"
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#include "staticphys.h"
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#include "transition.h"
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#include "wheelvehicle.h"
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#include "cameramgr.h"
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#include "hlod.h"
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#include "rinfo.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// Constants
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//
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/////////////////////////////////////////////////////////////////////////////
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const float DROP_POS = 1000.0F;
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const float DROP_HEIGHT = 5.0F;
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const int COL_NAME = 0;
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const int COL_ANIMATION = 1;
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/////////////////////////////////////////////////////////////////////////////
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//
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// PresetTransitionTabClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PresetTransitionTabClass::PresetTransitionTabClass (PresetClass *preset)
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: m_Preset (preset),
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m_Height (0),
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m_RenderObj (NULL),
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m_TransitionList (NULL),
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DockableFormClass(PresetTransitionTabClass::IDD)
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{
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//{{AFX_DATA_INIT(PresetTransitionTabClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// ~PresetTransitionTabClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PresetTransitionTabClass::~PresetTransitionTabClass (void)
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{
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MEMBER_RELEASE (m_RenderObj);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::DoDataExchange (CDataExchange *pDX)
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{
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DockableFormClass::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(PresetTransitionTabClass)
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DDX_Control(pDX, IDC_TRANSITION_LIST, m_ListCtrl);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(PresetTransitionTabClass, DockableFormClass)
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//{{AFX_MSG_MAP(PresetTransitionTabClass)
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ON_NOTIFY(LVN_ITEMCHANGED, IDC_TRANSITION_LIST, OnItemChangedTransitionList)
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ON_BN_CLICKED(IDC_ADD_BUTTON, OnAddButton)
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ON_BN_CLICKED(IDC_DELETE_BUTTON, OnDeleteButton)
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ON_BN_CLICKED(IDC_MODIFY_BUTTON, OnModifyButton)
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ON_NOTIFY(LVN_DELETEITEM, IDC_TRANSITION_LIST, OnDeleteitemTransitionList)
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ON_NOTIFY(NM_DBLCLK, IDC_TRANSITION_LIST, OnDblclkTransitionList)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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#ifdef _DEBUG
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void PresetTransitionTabClass::AssertValid() const
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{
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DockableFormClass::AssertValid();
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}
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void PresetTransitionTabClass::Dump(CDumpContext& dc) const
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{
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DockableFormClass::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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//
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// HandleInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::HandleInitDialog (void)
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{
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ASSERT (m_Preset != NULL);
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m_ListCtrl.InsertColumn (COL_NAME, "Name");
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m_ListCtrl.InsertColumn (COL_ANIMATION, "Animation");
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//
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// Add the transitions to the list ctrl
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//
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int count = m_TransitionList->Count ();
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for (int index = 0; index < count; index ++) {
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//
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// Insert this transition into the control
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//
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TransitionDataClass *transition = (*m_TransitionList)[index];
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if (transition != NULL) {
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TransitionDataClass *our_copy = new TransitionDataClass;
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(*our_copy) = (*transition);
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Insert_Transition (our_copy);
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}
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}
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//
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// Size the columns
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//
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CRect rect;
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m_ListCtrl.GetWindowRect (&rect);
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m_ListCtrl.SetColumnWidth (COL_NAME, (rect.Width () >> 1) - 2);
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m_ListCtrl.SetColumnWidth (COL_ANIMATION, (rect.Width () >> 1) - 2);
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m_ListCtrl.SetFocus ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Apply_Changes
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//
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/////////////////////////////////////////////////////////////////////////////
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bool
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PresetTransitionTabClass::Apply_Changes (void)
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{
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// Assume success
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bool retval = true;
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//
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// Free the old transitions
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//
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int count = m_TransitionList->Count ();
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for (int index = 0; index < count; index ++) {
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TransitionDataClass *transition = (*m_TransitionList)[index];
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SAFE_DELETE (transition);
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}
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m_TransitionList->Delete_All ();
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//
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// Now, take all the transitions from the list control and add
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// the to the vector.
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//
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count = m_ListCtrl.GetItemCount ();
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for (index = 0; index < count; index ++) {
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TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
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if (transition != NULL) {
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m_TransitionList->Add (transition);
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m_ListCtrl.SetItemData (index, NULL);
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}
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}
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// Return true to allow the dialog to close
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return retval;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Insert_Transition
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::Insert_Transition (TransitionDataClass *transition)
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{
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LPCTSTR name = transition->Get_Type_Name (transition->Get_Type ());
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int index = m_ListCtrl.InsertItem (0xFF, name);
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if (index >= 0) {
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m_ListCtrl.SetItemText (index, COL_ANIMATION, transition->Get_Animation_Name ());
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m_ListCtrl.SetItemData (index, (ULONG)transition);
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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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// OnAddButton
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnAddButton (void)
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{
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Create_Render_Obj ();
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//
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// Show the transition editor
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//
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if (m_RenderObj != NULL) {
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//
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// Create a new transition
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//
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TransitionDataClass *transition = new TransitionDataClass;
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transition->Set_Type ((TransitionDataClass::StyleType)0);
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//
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// Give the transition a starting position and size
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//
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AABoxClass box = m_RenderObj->Get_Bounding_Box ();
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OBBoxClass zone (Vector3 (0, -(box.Extent.Y+0.5F), 0.5F), Vector3 (1, 1, 1));
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transition->Set_Zone (zone);
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transition->Set_Ending_TM (Matrix3D (zone.Center-Vector3 (0, 0, 0.5F)));
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//
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// Show the transition edit dialog
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//
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TransitionEditDialogClass dialog (this);
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dialog.Set_Render_Obj (m_RenderObj);
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dialog.Set_Start_Height (m_Height);
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dialog.Set_Transition (transition);
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if (dialog.DoModal () == IDOK) {
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//
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// Update the list ctrl
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//
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Insert_Transition (transition);
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} else {
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SAFE_DELETE (transition);
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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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// OnDeleteButton
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnDeleteButton (void)
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{
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//
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// Get the currently selected item
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//
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int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (index >= 0) {
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//
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// Delete the transition and remove it from the UI
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//
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TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
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if (transition != NULL) {
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SAFE_DELETE (transition);
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m_ListCtrl.SetItemData (index, NULL);
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}
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m_ListCtrl.DeleteItem (index);
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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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// OnModifyButton
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnModifyButton (void)
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{
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Create_Render_Obj ();
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if (m_RenderObj != NULL) {
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//
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// Get the currently selected item
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//
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int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (index >= 0) {
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//
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// Delete the transition and remove it from the UI
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//
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TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
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if (transition != NULL) {
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//
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// Show the transition edit dialog
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//
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TransitionEditDialogClass dialog (this);
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dialog.Set_Render_Obj (m_RenderObj);
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dialog.Set_Start_Height (m_Height);
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dialog.Set_Transition (transition);
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if (dialog.DoModal () == IDOK) {
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//
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// Update the list ctrl
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//
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LPCTSTR name = transition->Get_Type_Name (transition->Get_Type ());
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m_ListCtrl.SetItemText (index, COL_NAME, name);
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m_ListCtrl.SetItemText (index, COL_ANIMATION, transition->Get_Animation_Name ());
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}
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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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// OnItemChangedTransitionList
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnItemChangedTransitionList
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(
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NMHDR * pNMHDR,
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LRESULT* pResult
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)
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{
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NM_LISTVIEW *pNMListView = (NM_LISTVIEW *)pNMHDR;
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(*pResult) = 0;
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int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (index >= 0) {
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_MODIFY_BUTTON), true);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_DELETE_BUTTON), true);
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} else {
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_MODIFY_BUTTON), false);
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_DELETE_BUTTON), false);
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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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// Create_Render_Obj
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::Create_Render_Obj (void)
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{
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CWaitCursor wait_cursor;
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if (m_RenderObj == NULL && m_Preset != NULL) {
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//
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// Instantiate the node
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//
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NodeClass *node = (NodeClass *)m_Preset->Create ();
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ASSERT (node != NULL);
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if (node != NULL) {
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//
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// Initialize the game object and get its render object pointer
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//
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node->Initialize ();
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RenderObjClass *render_obj = node->Peek_Render_Obj ();
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ASSERT (render_obj != NULL);
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if (render_obj != NULL) {
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PhysClass *phys_obj = node->Peek_Physics_Obj ();
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if (phys_obj != NULL && phys_obj->As_DecorationPhysClass () == NULL) {
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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//
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// Create a 'floor' which we can drop the object onto
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//
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PhysClass *phys_obj = node->Peek_Physics_Obj ();
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RenderObjClass *floor = ::Create_Render_Obj ("GRID");
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if (floor != NULL) {
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phys_obj->Set_Transform (Matrix3D (Vector3(0, 0, DROP_POS)));
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//
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// Determine what height we should drop the object from
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//
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float drop_height = DROP_HEIGHT;
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if (phys_obj->Peek_Model () != NULL) {
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drop_height = (phys_obj->Peek_Model ()->Get_Bounding_Box ().Extent.Z * 2.0F);
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}
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//
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// Create the floor
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//
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StaticPhysClass *floor_phys = new StaticPhysClass;
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floor_phys->Set_Model (floor);
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floor_phys->Set_Transform (Matrix3D (Vector3(0, 0, DROP_POS-drop_height)));
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floor_phys->Set_Collision_Group (MOUSE_CLICK_COLLISION_GROUP);
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scene->Add_Static_Object (floor_phys);
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scene->Validate_Vis ();
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/*Matrix3D tm;
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tm.Look_At (Vector3 (0, -12, DROP_POS-drop_height+2), Vector3 (0, 0, DROP_POS-drop_height), 0);
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::Get_Camera_Mgr ()->Get_Camera ()->Set_Transform (tm);
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scene->Add_Dynamic_Object (phys_obj);*/
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//
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// Drop the object onto the floor
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//
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for (int index = 0; index < 50; index ++) {
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phys_obj->Timestep (0.05F);
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if (phys_obj->As_VehiclePhysClass () != NULL) {
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phys_obj->As_VehiclePhysClass ()->Update_Wheels ();
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}
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//::Refresh_Main_View ();
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}
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//
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// Determine how high the object sits ontop of the ground
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//
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m_Height = phys_obj->Get_Transform ().Get_Translation ().Z - (DROP_POS - drop_height);
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if (WWMath::Is_Valid_Float (m_Height) == false || WWMath::Fabs (m_Height) > 4.0F) {
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m_Height = 0.5F;
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}
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//
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// Cleanup
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//
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//scene->Remove_Object (phys_obj);
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scene->Remove_Object (floor_phys);
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scene->Validate_Vis ();
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floor_phys->Release_Ref ();
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floor->Release_Ref ();
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}
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}
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//
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// Keep a copy of the render object for our own uses.
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//
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m_RenderObj = render_obj->Clone ();
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//
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// Force the object to use its highest LOD
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//
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if (m_RenderObj->Class_ID () == RenderObjClass::CLASSID_HLOD) {
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HLodClass *lod_obj = (HLodClass *)m_RenderObj;
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lod_obj->Set_LOD_Level (lod_obj->Get_LOD_Count () - 1);
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}
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}
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MEMBER_RELEASE (node);
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} else {
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::Message_Box (m_hWnd, IDS_CANT_CREATE_OBJECT_MSG, IDS_CANT_CREATE_OBJECT_TITLE);
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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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// OnDeleteitemTransitionList
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnDeleteitemTransitionList
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(
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NMHDR * pNMHDR,
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LRESULT * pResult
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)
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{
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NM_LISTVIEW* pNMListView = (NM_LISTVIEW*)pNMHDR;
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(*pResult) = 0;
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//
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// Delete the transition pointer
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//
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TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (pNMListView->iItem);
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if (transition != NULL) {
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SAFE_DELETE (transition);
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m_ListCtrl.SetItemData (pNMListView->iItem, 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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// OnDeleteitemTransitionList
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetTransitionTabClass::OnDblclkTransitionList
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(
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NMHDR * pNMHDR,
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LRESULT *pResult
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)
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{
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(*pResult) = 0;
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OnModifyButton ();
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return ;
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}
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