920 lines
22 KiB
C++
920 lines
22 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/SpawnerNode.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 9/13/01 9:44a $*
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* *
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* $Revision:: 22 $*
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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 "spawnernode.h"
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#include "sceneeditor.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 "spawn.h"
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#include "physicalgameobj.h"
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#include "presetmgr.h"
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#include "decophys.h"
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#include "nodemgr.h"
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#include "modelutils.h"
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#include "spawnpointnode.h"
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#include "nodescriptsproppage.h"
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#include "nodeinfopage.h"
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#include "editorpropsheet.h"
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#include "positionpage.h"
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#include "editscript.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<SpawnerNodeClass, CHUNKID_NODE_SPAWNER> _SpawnerNodePersistFactory;
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//////////////////////////////////////////////////////////////////////////////
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// Save/load constants
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//////////////////////////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x10251200,
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CHUNKID_BASE_CLASS,
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CHUNKID_SCRIPT
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};
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enum
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{
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VARID_SPAWN_POINT = 0x01,
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// SpawnerNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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SpawnerNodeClass::SpawnerNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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m_SpawnerObj (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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// SpawnerNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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SpawnerNodeClass::SpawnerNodeClass (const SpawnerNodeClass &src)
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: m_PhysObj (NULL),
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m_SpawnerObj (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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// ~SpawnerNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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SpawnerNodeClass::~SpawnerNodeClass (void)
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{
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Free_Spawn_Points ();
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Remove_From_Scene ();
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Free_Scripts ();
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MEMBER_RELEASE (m_PhysObj);
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SAFE_DELETE (m_SpawnerObj);
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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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SpawnerNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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SAFE_DELETE (m_SpawnerObj);
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SpawnerDefClass *definition = static_cast<SpawnerDefClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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//
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// Create the spawner object object
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//
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Load_Assets ();
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m_Preset->Load_All_Assets ();
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Create_Spawner_Obj ();
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//
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// Get a model to represet the spawner with
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//
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RenderObjClass *model = Get_Spawned_Model ();
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if (model != NULL) {
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//
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// Create our own physics object around the visual representation
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// of the game object.
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//
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m_PhysObj = new DecorationPhysClass;
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m_PhysObj->Set_Model (model);
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model->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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::Set_Model_Collision_Type (model, COLLISION_TYPE_6);
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MEMBER_RELEASE (model);
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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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}
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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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SpawnerNodeClass::Get_Factory (void) const
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{
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return _SpawnerNodePersistFactory;
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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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SpawnerNodeClass::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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csave.Begin_Chunk (CHUNKID_VARIABLES);
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//
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// Save the list of spawn points transforms
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//
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for (index = 0; index < m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
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if (spawn_point != NULL) {
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Matrix3D tm = spawn_point->Get_Transform ();
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WRITE_MICRO_CHUNK (csave, VARID_SPAWN_POINT, tm);
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}
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}
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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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SpawnerNodeClass::Load (ChunkLoadClass &cload)
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{
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Free_Spawn_Points ();
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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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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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SaveLoadSystemClass::Register_Post_Load_Callback (this);
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return true;
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}
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///////////////////////////////////////////////////////////////////////
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//
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// On_Post_Load
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//
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///////////////////////////////////////////////////////////////////////
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void
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SpawnerNodeClass::On_Post_Load (void)
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{
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//
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// If the spawner isn't valid, then remove it from the system
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//
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if (m_Preset == NULL) {
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::Get_Scene_Editor ()->Delete_Node (this, false);
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} else {
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//
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// Create the spawner object object
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//
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Load_Assets ();
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m_Preset->Load_All_Assets ();
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Create_Spawner_Obj ();
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//
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// Add each spawn point at the given locations
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//
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for (int index = 0; index < m_SpawnPointLoadList.Count (); index ++) {
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Add_Spawn_Point (m_SpawnPointLoadList[index]);
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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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// Load_Variables
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//
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///////////////////////////////////////////////////////////////////////
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bool
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SpawnerNodeClass::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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case VARID_SPAWN_POINT:
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{
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//
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// Read the spawn point's transfrom from the chunk
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//
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Matrix3D tm;
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cload.Read (&tm, sizeof (tm));
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m_SpawnPointLoadList.Add (tm);
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//Add_Spawn_Point (tm);
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}
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break;
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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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// Get_Spawned_Model
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//
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////////////////////////////////////////////////////////////////
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RenderObjClass *
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SpawnerNodeClass::Get_Spawned_Model (void)
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{
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RenderObjClass *model = NULL;
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if (m_SpawnerObj != NULL) {
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//
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// Spawn an object
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//
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PhysicalGameObj *game_obj = m_SpawnerObj->Create_Spawned_Object ();
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if (game_obj != NULL) {
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//
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// Dig the render object out of the game object
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//
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PhysClass *phys_obj = game_obj->Peek_Physical_Object ();
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RenderObjClass *render_obj = phys_obj->Peek_Model ();
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//
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// Make a copy of the render object to return to the caller
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//
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model = render_obj->Clone ();
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//
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// We don't need the game object, we just need the visual representation
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// of the gameobject
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//
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game_obj->Set_Delete_Pending ();
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}
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}
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return model;
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}
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////////////////////////////////////////////////////////////////
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//
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// Load_Assets
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//
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////////////////////////////////////////////////////////////////
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void
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SpawnerNodeClass::Load_Assets (void)
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{
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if (m_Preset != NULL) {
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SpawnerDefClass *definition = static_cast<SpawnerDefClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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//
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// Loop over all the possible spawned objects and make sure to load their assets
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//
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const DynamicVectorClass<int> &list = definition->Get_Spawn_Definition_ID_List ();
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for (int index = 0; index < list.Count (); index ++) {
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PresetClass *preset = PresetMgrClass::Find_Preset (list[index]);
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if (preset != NULL) {
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preset->Load_All_Assets ();
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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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// Get_Spawned_Definition_ID
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//
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////////////////////////////////////////////////////////////////
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uint32
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SpawnerNodeClass::Get_Spawned_Definition_ID (void)
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{
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uint32 id = 0;
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if (m_Preset != NULL) {
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SpawnerDefClass *definition = static_cast<SpawnerDefClass *> (m_Preset->Get_Definition ());
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if (definition != NULL) {
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const DynamicVectorClass<int> &list = definition->Get_Spawn_Definition_ID_List ();
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if (list.Count () > 0) {
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id = list[0];
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}
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}
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}
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return id;
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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 SpawnerNodeClass &
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SpawnerNodeClass::operator= (const SpawnerNodeClass &src)
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{
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NodeClass::operator= (src);
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//
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// Make sure we have the spawner object created
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//
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Load_Assets ();
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m_Preset->Load_All_Assets ();
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Create_Spawner_Obj ();
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//
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// Copy the spawn point list
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//
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Free_Spawn_Points ();
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for (int index = 0; index < src.m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = src.m_SpawnPointNodes[index];
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if (spawn_point != NULL) {
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Add_Spawn_Point (spawn_point->Get_Transform ());
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}
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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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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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SpawnerNodeClass::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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SceneEditorClass *scene = ::Get_Scene_Editor ();
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scene->Remove_Object (m_PhysObj);
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//
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// Get the fresh spawner list
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//
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SpawnPointListType *list = m_SpawnerObj->Get_Spawn_Point_List ();
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list->Delete_All ();
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//
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// Process each spawn point
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//
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for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
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EditorLineClass *line = m_SpawnPointLines[index];
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//
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// Remove the editor only objects from the world
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//
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scene->Remove_Object (line);
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//
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// Add this spawn point to the spawner
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//
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list->Add (spawn_point->Get_Transform ());
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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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// Post_Export
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//
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//////////////////////////////////////////////////////////////////////
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void
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SpawnerNodeClass::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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SceneEditorClass *scene = ::Get_Scene_Editor ();
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scene->Add_Dynamic_Object (m_PhysObj);
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//
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// Process each spawn point
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//
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for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
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EditorLineClass *line = m_SpawnPointLines[index];
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//
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// Remove the editor only objects from the world
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//
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scene->Add_Dynamic_Object (line);
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}
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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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// Add_To_Scene
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//
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//////////////////////////////////////////////////////////////////////////////
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void
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SpawnerNodeClass::Add_To_Scene (void)
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{
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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Create_Spawner_Obj ();
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//
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// Add all the spawn points to the scene
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//
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for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
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EditorLineClass *line = m_SpawnPointLines[index];
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spawn_point->Add_To_Scene ();
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scene->Add_Dynamic_Object (line);
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}
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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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SpawnerNodeClass::Remove_From_Scene (void)
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{
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SAFE_DELETE (m_SpawnerObj);
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SceneEditorClass *scene = ::Get_Scene_Editor ();
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if (scene != NULL && m_IsInScene) {
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//
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// Remove all the spawn points from the scene
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//
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for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
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SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
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EditorLineClass *line = m_SpawnPointLines[index];
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spawn_point->Remove_From_Scene ();
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scene->Remove_Object (line);
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}
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}
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NodeClass::Remove_From_Scene ();
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|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Create_Spawner_Obj
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Create_Spawner_Obj (void)
|
|
{
|
|
if (m_SpawnerObj == NULL) {
|
|
|
|
// Recreate the spawner object
|
|
SpawnerDefClass *definition = static_cast<SpawnerDefClass *> (m_Preset->Get_Definition ());
|
|
if (definition != NULL) {
|
|
m_SpawnerObj = (SpawnerClass *)::Instance_Definition (definition);
|
|
if (m_SpawnerObj != NULL) {
|
|
m_SpawnerObj->Set_TM (m_Transform);
|
|
m_SpawnerObj->Set_ID (m_ID);
|
|
}
|
|
}
|
|
|
|
Assign_Scripts ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_ID
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Set_ID (uint32 id)
|
|
{
|
|
NodeClass::Set_ID (id);
|
|
if (m_SpawnerObj != NULL) {
|
|
m_SpawnerObj->Set_ID (m_ID);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Add_Spawn_Point
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
SpawnPointNodeClass *
|
|
SpawnerNodeClass::Add_Spawn_Point (const Matrix3D &tm)
|
|
{
|
|
//
|
|
// Create the new spawn point
|
|
//
|
|
SpawnPointNodeClass *spawn_point = new SpawnPointNodeClass;
|
|
spawn_point->Set_Spawner (this);
|
|
spawn_point->Initialize ();
|
|
spawn_point->Set_Transform (tm);
|
|
NodeMgrClass::Setup_Node_Identity (*spawn_point);
|
|
|
|
//
|
|
// Create the line from the spawner to the spawn point
|
|
//
|
|
EditorLineClass *line = new EditorLineClass;
|
|
const AABoxClass &box1 = m_PhysObj->Peek_Model ()->Get_Bounding_Box ();
|
|
const AABoxClass &box2 = spawn_point->Peek_Physics_Obj ()->Peek_Model ()->Get_Bounding_Box ();
|
|
Vector3 offset1 (0, 0, box1.Extent.Z);
|
|
Vector3 offset2 (0, 0, box2.Extent.Z);
|
|
line->Set_Color (Vector3 (0.5F, 0, 0.75F));
|
|
line->Reset (m_Transform.Get_Translation () + offset1, tm.Get_Translation () + offset2);
|
|
|
|
//
|
|
// Add the spawn point and its line to our data structures
|
|
//
|
|
m_SpawnPointLines.Add (line);
|
|
m_SpawnPointNodes.Add (spawn_point);
|
|
|
|
//
|
|
// Add the spawn point to the scene
|
|
//
|
|
if (m_IsInScene) {
|
|
spawn_point->Add_To_Scene ();
|
|
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
|
|
}
|
|
|
|
return spawn_point;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Remove_Spawn_Point
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Remove_Spawn_Point (SpawnPointNodeClass *spawn_point)
|
|
{
|
|
//
|
|
// Try to find the spawn point
|
|
//
|
|
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
|
|
if (spawn_point == m_SpawnPointNodes[index]) {
|
|
|
|
//
|
|
// Free the spawn point
|
|
//
|
|
MEMBER_RELEASE (spawn_point);
|
|
m_SpawnPointNodes.Delete (index);
|
|
|
|
//
|
|
// Remove and free the line to the spawn point
|
|
//
|
|
::Get_Scene_Editor ()->Remove_Object (m_SpawnPointLines[index]);
|
|
m_SpawnPointLines[index]->Release_Ref ();
|
|
m_SpawnPointLines.Delete (index);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Free_Spawn_Points
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Free_Spawn_Points (void)
|
|
{
|
|
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
|
|
|
//
|
|
// Release our hold on each spawn point
|
|
//
|
|
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
|
|
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
|
|
EditorLineClass *line = m_SpawnPointLines[index];
|
|
|
|
scene->Remove_Object (line);
|
|
spawn_point->Remove_From_Scene ();
|
|
MEMBER_RELEASE (spawn_point);
|
|
MEMBER_RELEASE (line);
|
|
}
|
|
|
|
//
|
|
// Remove all the spawn points from the list
|
|
//
|
|
m_SpawnPointNodes.Delete_All ();
|
|
m_SpawnPointLines.Delete_All ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Update_Lines
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Update_Lines (void)
|
|
{
|
|
for (int index = 0; index < m_SpawnPointNodes.Count (); index ++) {
|
|
SpawnPointNodeClass *spawn_point = m_SpawnPointNodes[index];
|
|
EditorLineClass *line = m_SpawnPointLines[index];
|
|
|
|
//
|
|
// Update the line so it goes between the centers of the objects
|
|
//
|
|
const AABoxClass &box1 = m_PhysObj->Peek_Model ()->Get_Bounding_Box ();
|
|
const AABoxClass &box2 = spawn_point->Peek_Physics_Obj ()->Peek_Model ()->Get_Bounding_Box ();
|
|
Vector3 offset1 (0, 0, box1.Extent.Z);
|
|
Vector3 offset2 (0, 0, box2.Extent.Z);
|
|
line->Reset (m_Transform.Get_Translation () + offset1, spawn_point->Get_Position () + offset2);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Add_Child_Node
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
NodeClass *
|
|
SpawnerNodeClass::Add_Child_Node (const Matrix3D &tm)
|
|
{
|
|
return Add_Spawn_Point (tm);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////
|
|
//
|
|
// Show_Settings_Dialog
|
|
//
|
|
////////////////////////////////////////////////////////////////
|
|
bool
|
|
SpawnerNodeClass::Show_Settings_Dialog (void)
|
|
{
|
|
NodeInfoPageClass info_tab (this);
|
|
PositionPageClass pos_tab (this);
|
|
NodeScriptsPropPage scripts_tab (&m_Scripts);
|
|
|
|
EditorPropSheetClass prop_sheet;
|
|
prop_sheet.Add_Page (&info_tab);
|
|
prop_sheet.Add_Page (&pos_tab);
|
|
prop_sheet.Add_Page (&scripts_tab);
|
|
|
|
// Show the property sheet
|
|
UINT ret_code = prop_sheet.DoModal ();
|
|
if (ret_code == IDOK) {
|
|
|
|
//
|
|
// If the scripts changed, then we need to
|
|
// reload the object and assign it the new
|
|
// set of scripts.
|
|
//
|
|
Reload ();
|
|
}
|
|
|
|
// Return true if the user clicked OK
|
|
return (ret_code == IDOK);
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Copy_Scripts
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Copy_Scripts (const SpawnerNodeClass &src)
|
|
{
|
|
Free_Scripts ();
|
|
|
|
//
|
|
// Loop over all the scripts in the src object and copy them.
|
|
//
|
|
for (int index = 0; index < src.m_Scripts.Count (); index ++) {
|
|
EditScriptClass *script = src.m_Scripts[index];
|
|
if (script != NULL) {
|
|
|
|
//
|
|
// Make ourselves a copy of the script
|
|
//
|
|
EditScriptClass *our_copy = new EditScriptClass (*script);
|
|
m_Scripts.Add (our_copy);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Free_Scripts
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Free_Scripts (void)
|
|
{
|
|
for (int index = 0; index < m_Scripts.Count (); index ++) {
|
|
EditScriptClass *script = m_Scripts[index];
|
|
SAFE_DELETE (script);
|
|
}
|
|
|
|
m_Scripts.Delete_All ();
|
|
return ;
|
|
}
|
|
|
|
|
|
/////////////////////////////////////////////////////////////////
|
|
//
|
|
// Assign_Scripts
|
|
//
|
|
/////////////////////////////////////////////////////////////////
|
|
void
|
|
SpawnerNodeClass::Assign_Scripts (void)
|
|
{
|
|
if (m_SpawnerObj != NULL) {
|
|
for (int index = 0; index < m_Scripts.Count (); index ++) {
|
|
EditScriptClass *script = m_Scripts[index];
|
|
|
|
m_SpawnerObj->Add_Script (script->Get_Name (), script->Get_Composite_String ());
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Get_Sub_Node
|
|
//
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
NodeClass *
|
|
SpawnerNodeClass::Get_Sub_Node (int index)
|
|
{
|
|
return m_SpawnPointNodes[index];
|
|
}
|