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CnC_Renegade/Code/Tools/LevelEdit/TileNode.cpp

337 lines
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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/TileNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/09/01 10:39a $*
* *
* $Revision:: 23 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "tilenode.h"
#include "staticphys.h"
#include "sceneeditor.h"
#include "tiledefinition.h"
#include "filemgr.h"
#include "_assetmgr.h"
#include "editorassetmgr.h"
#include "w3d_file.h"
#include "cameramgr.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<TileNodeClass, CHUNKID_NODE_TILE> _TileNodePersistFactory;
enum
{
CHUNKID_VARIABLES = 0x05050253,
CHUNKID_BASE_CLASS,
};
enum
{
VARID_VISOBJECTID = 0x01,
VARID_VISSECTORID
};
//////////////////////////////////////////////////////////////////////////////
//
// TileNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TileNodeClass::TileNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_VisObjectID (0), // (gth) init this to zero, ("always visible")
m_VisSectorID (-1), // (gth) init this to -1, ("no-sector")
NodeClass (preset)
{
Restrict_Rotation (true);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// TileNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TileNodeClass::TileNodeClass (const TileNodeClass &src)
: m_PhysObj (NULL),
m_VisObjectID (0),
m_VisSectorID (-1),
NodeClass (NULL)
{
Restrict_Rotation (true);
(*this) = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~TileNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TileNodeClass::~TileNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
TileNodeClass::Initialize (void)
{
//
// Update the cull-link index
//
Update_Cached_Cull_Link ();
MEMBER_RELEASE (m_PhysObj);
TileDefinitionClass *definition = static_cast<TileDefinitionClass *> (m_Preset->Get_Definition ());
if (definition != NULL) {
//
// Make sure all assets are loaded into memory before this tile is created...
//
m_Preset->Load_All_Assets ();
//
// Lookup the physics definition this tile definition was configured with
//
int def_id = definition->Get_Phys_Def_ID ();
DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (def_id, false);
if (phys_def != NULL) {
//
// Create an instance of the physics object from its definition
//
PhysClass *phys_obj = (PhysClass *)phys_def->Create ();
ASSERT (phys_obj != NULL);
if (phys_obj != NULL && phys_obj->Peek_Model () != NULL) {
m_PhysObj = phys_obj->As_StaticPhysClass ();
ASSERT (m_PhysObj != NULL);
ASSERT (m_PhysObj->Peek_Model() != NULL);
//
// Configure the physics object
//
if (m_PhysObj != NULL) {
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
m_PhysObj->Set_Transform (m_Transform);
m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
m_PhysObj->Set_ID (Get_ID ());
m_PhysObj->Set_Vis_Object_ID (m_VisObjectID);
m_PhysObj->Set_Vis_Sector_ID (m_VisSectorID);
}
} else {
MEMBER_RELEASE (phys_obj);
}
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TileNodeClass::Get_Factory (void) const
{
return _TileNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const TileNodeClass &
TileNodeClass::operator= (const TileNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
TileNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
//
// Save the tile's vis-id to the chunk
//
if (m_PhysObj != NULL) {
uint32 vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Object_ID ();
WRITE_MICRO_CHUNK (csave, VARID_VISOBJECTID, vis_id);
vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Sector_ID ();
WRITE_MICRO_CHUNK (csave, VARID_VISSECTORID, vis_id);
}
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
TileNodeClass::Load (ChunkLoadClass &cload)
{
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
}
cload.Close_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load_Variables
//
/////////////////////////////////////////////////////////////////
bool
TileNodeClass::Load_Variables (ChunkLoadClass &cload)
{
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_VISOBJECTID, m_VisObjectID);
READ_MICRO_CHUNK (cload, VARID_VISSECTORID, m_VisSectorID);
}
cload.Close_Micro_Chunk ();
}
return true;
}
/////////////////////////////////////////////////////////////////
//
// Update_Cached_Vis_IDs
//
/////////////////////////////////////////////////////////////////
void
TileNodeClass::Update_Cached_Vis_IDs (void)
{
if (m_PhysObj != NULL) {
m_VisObjectID = m_PhysObj->Get_Vis_Object_ID ();
m_VisSectorID = m_PhysObj->Get_Vis_Object_ID ();
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
TileNodeClass::Pre_Export (void)
{
//
// Change our collision group the collision group that the
// game is expecting
//
if (m_PhysObj != NULL) {
m_PhysObj->Set_Collision_Group (15);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
TileNodeClass::Post_Export (void)
{
//
// Restore our collision group
//
if (m_PhysObj != NULL) {
m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
}
return ;
}