mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 15:41:39 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
626
Code/Tools/LevelEdit/BuildingNode.cpp
Normal file
626
Code/Tools/LevelEdit/BuildingNode.cpp
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@@ -0,0 +1,626 @@
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/*
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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
|
||||
** 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/BuildingNode.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:: 7 $*
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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 "buildingnode.h"
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#include "buildingchildnode.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 "preset.h"
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#include "editorchunkids.h"
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#include "modelutils.h"
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#include "vehiclefactorygameobj.h"
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#include "refinerygameobj.h"
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#include "nodemgr.h"
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//////////////////////////////////////////////////////////////////////////////
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// Persist factory
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//////////////////////////////////////////////////////////////////////////////
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SimplePersistFactoryClass<BuildingNodeClass, CHUNKID_NODE_BUILDING> _BuildingNodePersistFactory;
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enum
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{
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CHUNKID_VARIABLES = 0x09071125,
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CHUNKID_BASE_CLASS,
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};
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enum
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{
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VARID_VISOBJECTID = 0x01,
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VARID_VISSECTORID,
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VARID_CHILD_NODE
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};
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//////////////////////////////////////////////////////////////////////////////
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//
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// BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::BuildingNodeClass (PresetClass *preset)
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: m_PhysObj (NULL),
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ObjectNodeClass (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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// BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::BuildingNodeClass (const BuildingNodeClass &src)
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: m_PhysObj (NULL),
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ObjectNodeClass (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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// ~BuildingNodeClass
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//
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//////////////////////////////////////////////////////////////////////////////
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BuildingNodeClass::~BuildingNodeClass (void)
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{
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Free_Child_Nodes ();
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Remove_From_Scene ();
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MEMBER_RELEASE (m_PhysObj);
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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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BuildingNodeClass::Initialize (void)
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{
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MEMBER_RELEASE (m_PhysObj);
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//
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// Load the model we want to use to identify the building controller
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//
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RenderObjClass *render_obj = ::Create_Render_Obj ("BUILDINGICON");
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if (render_obj != NULL) {
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||||
|
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//
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// Create the new physics object
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||||
//
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m_PhysObj = new DecorationPhysClass;
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m_PhysObj->Set_Model (render_obj);
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m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
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m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
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m_PhysObj->Set_Transform (m_Transform);
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::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_0);
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render_obj->Release_Ref ();
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}
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ObjectNodeClass::Initialize ();
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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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BuildingNodeClass::Get_Factory (void) const
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{
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return _BuildingNodePersistFactory;
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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 BuildingNodeClass &
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BuildingNodeClass::operator= (const BuildingNodeClass &src)
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{
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//
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// Start fresh
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//
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Free_Child_Nodes ();
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//
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// Copy the child node list
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//
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for (int index = 0; index < src.m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = src.m_ChildNodes[index];
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if (child_node != NULL) {
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Add_Child_Node (child_node->Get_Transform ());
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}
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}
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|
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NodeClass::operator= (src);
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return *this;
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||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
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||||
//
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||||
// Save
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||||
//
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||||
/////////////////////////////////////////////////////////////////
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bool
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BuildingNodeClass::Save (ChunkSaveClass &csave)
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||||
{
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csave.Begin_Chunk (CHUNKID_BASE_CLASS);
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ObjectNodeClass::Save (csave);
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csave.End_Chunk ();
|
||||
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||||
csave.Begin_Chunk (CHUNKID_VARIABLES);
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||||
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//
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// Save the list of child node transforms
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//
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||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
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NodeClass *child_node = m_ChildNodes[index];
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if (child_node != NULL) {
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Matrix3D tm = child_node->Get_Transform ();
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||||
WRITE_MICRO_CHUNK (csave, VARID_CHILD_NODE, tm);
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||||
}
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}
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csave.End_Chunk ();
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||||
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||||
return true;
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||||
}
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||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
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||||
//
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||||
// Load
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||||
//
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/////////////////////////////////////////////////////////////////
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bool
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BuildingNodeClass::Load (ChunkLoadClass &cload)
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||||
{
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while (cload.Open_Chunk ()) {
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||||
switch (cload.Cur_Chunk_ID ()) {
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||||
|
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case CHUNKID_BASE_CLASS:
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ObjectNodeClass::Load (cload);
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break;
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||||
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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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return true;
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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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BuildingNodeClass::Load_Variables (ChunkLoadClass &cload)
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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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||||
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||||
case VARID_CHILD_NODE:
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||||
{
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//
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// Read the child node'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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//
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// Add a new child node at this location
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//
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Add_Child_Node (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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||||
//
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||||
// Pre_Export
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||||
//
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//////////////////////////////////////////////////////////////////////
|
||||
void
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BuildingNodeClass::Pre_Export (void)
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||||
{
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Add_Ref ();
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if (m_PhysObj != NULL && m_IsInScene) {
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::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
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||||
//
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// Configure the building object (if necessary)
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//
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BuildingGameObj *building = Get_Building ();
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if (building != NULL) {
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||||
//
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||||
// What type of building is this?
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||||
//
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if (building->As_VehicleFactoryGameObj () != NULL) {
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VehicleFactoryGameObj *airstrip = building->As_VehicleFactoryGameObj ();
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||||
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//
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// Configure the factory's creation transform
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//
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if (m_ChildNodes.Count () > 0) {
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airstrip->Set_Creation_TM (m_ChildNodes[0]->Get_Transform ());
|
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}
|
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||||
} else if (building->As_RefineryGameObj () != NULL) {
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RefineryGameObj *refinery = building->As_RefineryGameObj ();
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||||
|
||||
//
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||||
// Configure the refinery's docking transform
|
||||
//
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||||
if (m_ChildNodes.Count () > 0) {
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||||
refinery->Set_Dock_TM (m_ChildNodes[0]->Get_Transform ());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Pass the Pre_Export call onto any child nodes as well
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
|
||||
//
|
||||
// Remove the line from the scene
|
||||
//
|
||||
::Get_Scene_Editor ()->Remove_Object (line);
|
||||
}
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Post_Export
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Post_Export (void)
|
||||
{
|
||||
if (m_PhysObj != NULL && m_IsInScene) {
|
||||
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
|
||||
|
||||
//
|
||||
// Pass the Post_Export call onto any child nodes as well
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
|
||||
//
|
||||
// Add the line back into the world
|
||||
//
|
||||
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
|
||||
}
|
||||
}
|
||||
|
||||
Release_Ref ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Add_Child_Node
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
NodeClass *
|
||||
BuildingNodeClass::Add_Child_Node (const Matrix3D &tm)
|
||||
{
|
||||
BuildingChildNodeClass *child_node = new BuildingChildNodeClass;
|
||||
child_node->Initialize ();
|
||||
child_node->Set_Transform (tm);
|
||||
child_node->Set_Building (this);
|
||||
NodeMgrClass::Setup_Node_Identity (*child_node);
|
||||
m_ChildNodes.Add (child_node);
|
||||
|
||||
//
|
||||
// Create and add the line from the building to the child node
|
||||
//
|
||||
EditorLineClass *line = new EditorLineClass;
|
||||
line->Reset (m_Transform.Get_Translation (), tm.Get_Translation ());
|
||||
m_ChildLines.Add (line);
|
||||
|
||||
//
|
||||
// Add the objects to the scene if necessary
|
||||
//
|
||||
if (m_IsInScene) {
|
||||
child_node->Add_To_Scene ();
|
||||
::Get_Scene_Editor ()->Add_Dynamic_Object (line);
|
||||
}
|
||||
|
||||
return child_node;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Can_Add_Child_Nodes
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
BuildingNodeClass::Can_Add_Child_Nodes (void) const
|
||||
{
|
||||
bool retval = false;
|
||||
|
||||
BuildingGameObj *building = Get_Building ();
|
||||
if (building != NULL) {
|
||||
|
||||
//
|
||||
// Is this one of the types of buildings which need
|
||||
// child nodes?
|
||||
//
|
||||
if (building->As_VehicleFactoryGameObj () != NULL) {
|
||||
|
||||
//
|
||||
// This type of building can only have one child node
|
||||
//
|
||||
if (m_ChildNodes.Count () == 0) {
|
||||
retval = true;
|
||||
}
|
||||
|
||||
} else if (building->As_RefineryGameObj () != NULL) {
|
||||
|
||||
//
|
||||
// This type of building can only have one child node
|
||||
//
|
||||
if (m_ChildNodes.Count () == 0) {
|
||||
retval = true;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Remove_Child_Node
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Remove_Child_Node (NodeClass *child_node)
|
||||
{
|
||||
//
|
||||
// Try to find the child node
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
if (child_node == m_ChildNodes[index]) {
|
||||
|
||||
//
|
||||
// Free the child node
|
||||
//
|
||||
MEMBER_RELEASE (child_node);
|
||||
m_ChildNodes.Delete (index);
|
||||
|
||||
//
|
||||
// Remove and free the line to the child node
|
||||
//
|
||||
::Get_Scene_Editor ()->Remove_Object (m_ChildLines[index]);
|
||||
m_ChildLines[index]->Release_Ref ();
|
||||
m_ChildLines.Delete (index);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Free_Child_Nodes
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Free_Child_Nodes (void)
|
||||
{
|
||||
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||||
|
||||
//
|
||||
// Release our hold on each child node
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
|
||||
scene->Remove_Object (line);
|
||||
child_node->Remove_From_Scene ();
|
||||
MEMBER_RELEASE (child_node);
|
||||
MEMBER_RELEASE (line);
|
||||
}
|
||||
|
||||
//
|
||||
// Remove all the child nodes from the list
|
||||
//
|
||||
m_ChildNodes.Delete_All ();
|
||||
m_ChildLines.Delete_All ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Add_To_Scene
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Add_To_Scene (void)
|
||||
{
|
||||
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||||
|
||||
//
|
||||
// Add all the waypoints to the scene
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
child_node->Add_To_Scene ();
|
||||
scene->Add_Dynamic_Object (line);
|
||||
}
|
||||
|
||||
NodeClass::Add_To_Scene ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Remove_From_Scene
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Remove_From_Scene (void)
|
||||
{
|
||||
SceneEditorClass *scene = ::Get_Scene_Editor ();
|
||||
if (scene != NULL && m_IsInScene) {
|
||||
|
||||
//
|
||||
// Remove all the waypoints from the scene
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
child_node->Remove_From_Scene ();
|
||||
scene->Remove_Object (line);
|
||||
}
|
||||
}
|
||||
|
||||
NodeClass::Remove_From_Scene ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Update_Lines
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Update_Lines (void)
|
||||
{
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
|
||||
//
|
||||
// Update the line between the node and its child
|
||||
//
|
||||
line->Reset (Get_Transform ().Get_Translation (), child_node->Get_Position ());
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Hide
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
BuildingNodeClass::Hide (bool hide)
|
||||
{
|
||||
//
|
||||
// Apply the same operation to all the child nodes and lines
|
||||
//
|
||||
for (int index = 0; index < m_ChildNodes.Count (); index ++) {
|
||||
NodeClass *child_node = m_ChildNodes[index];
|
||||
EditorLineClass *line = m_ChildLines[index];
|
||||
child_node->Hide (hide);
|
||||
line->Hide (hide);
|
||||
}
|
||||
|
||||
NodeClass::Hide (hide);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Get_Sub_Node
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
NodeClass *
|
||||
BuildingNodeClass::Get_Sub_Node (int index)
|
||||
{
|
||||
return m_ChildNodes[index];
|
||||
}
|
||||
Reference in New Issue
Block a user