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CnC_Renegade/Code/Tools/LevelEdit/TransitionNode.cpp

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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/TransitionNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/22/01 11:17a $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "transitionnode.h"
#include "sceneeditor.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"
#include "spawn.h"
#include "physicalgameobj.h"
#include "presetmgr.h"
#include "decophys.h"
#include "nodemgr.h"
#include "modelutils.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<TransitionNodeClass, CHUNKID_NODE_TRANSITION> _TransitionNodePersistFactory;
//////////////////////////////////////////////////////////////////////////////
//
// TransitionNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TransitionNodeClass::TransitionNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_TransitionObj (NULL),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// TransitionNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TransitionNodeClass::TransitionNodeClass (const TransitionNodeClass &src)
: m_PhysObj (NULL),
m_TransitionObj (NULL),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~TransitionNodeClass
//
//////////////////////////////////////////////////////////////////////////////
TransitionNodeClass::~TransitionNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
if (m_TransitionObj != NULL) {
m_TransitionObj->Set_Delete_Pending ();
m_TransitionObj = NULL;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
TransitionNodeClass::Initialize (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Set_Delete_Pending ();
m_TransitionObj = NULL;
}
MEMBER_RELEASE (m_PhysObj);
TransitionGameObjDef *definition = static_cast<TransitionGameObjDef *> (m_Preset->Get_Definition ());
if (definition != NULL) {
// Create the transition object
m_TransitionObj = (TransitionGameObj *)definition->Create ();
// Create the new physics object
m_PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
m_PhysObj->Set_Model_By_Name ("TRANSBOX");
m_PhysObj->Set_Transform (Matrix3D(1));
m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
Set_Transform (m_Transform);
//
// Remove the transitions from the level if the transition
// object is not in the scene
//
if (m_IsInScene == false) {
m_TransitionObj->Destroy_Transitions ();
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
TransitionNodeClass::Get_Factory (void) const
{
return _TransitionNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const TransitionNodeClass &
TransitionNodeClass::operator= (const TransitionNodeClass &src)
{
NodeClass::operator= (src);
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
TransitionNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
TransitionNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
}
Release_Ref ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////
void
TransitionNodeClass::Add_To_Scene (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Create_Transitions ();
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////
void
TransitionNodeClass::Remove_From_Scene (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Destroy_Transitions ();
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Find_Transition
//
//////////////////////////////////////////////////////////////////////
int
TransitionNodeClass::Find_Transition (TransitionDataClass::StyleType type)
{
int index = -1;
int count = Get_Transition_Count ();
for ( int trans_index = 0;
(index == -1) && (trans_index < count);
trans_index ++)
{
//
// Is this the type transition we are looking for?
//
TransitionInstanceClass *transition = Get_Transition (trans_index);
if (transition != NULL && transition->Get_Type () == type) {
index = trans_index;
}
}
return index;
}