mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 23:51:41 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
291
Code/Tools/LevelEdit/PathfindStartNode.cpp
Normal file
291
Code/Tools/LevelEdit/PathfindStartNode.cpp
Normal file
@@ -0,0 +1,291 @@
|
||||
/*
|
||||
** 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/PathfindStartNode.cpp $*
|
||||
* *
|
||||
* Author:: Patrick Smith *
|
||||
* *
|
||||
* $Modtime:: 10/10/00 11:07a $*
|
||||
* *
|
||||
* $Revision:: 7 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#include "stdafx.h"
|
||||
#include "pathfindstartnode.h"
|
||||
#include "sceneeditor.h"
|
||||
#include "collisiongroups.h"
|
||||
#include "persistfactory.h"
|
||||
#include "editorchunkids.h"
|
||||
#include "preset.h"
|
||||
#include "chunkio.h"
|
||||
#include "nodemgr.h"
|
||||
#include "modelutils.h"
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// Persist factory
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
SimplePersistFactoryClass<PathfindStartNodeClass, CHUNKID_NODE_PATHFIND_START> _PathfindStartNodePersistFactory;
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
CHUNKID_VARIABLES = 0x11011130,
|
||||
CHUNKID_BASE_CLASS
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
//VARID_TILE_LOCATION = 0x01,
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PathfindStartNodeClass
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
PathfindStartNodeClass::PathfindStartNodeClass (PresetClass *preset)
|
||||
: m_PhysObj (NULL),
|
||||
NodeClass (preset)
|
||||
{
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PathfindStartNodeClass
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
PathfindStartNodeClass::PathfindStartNodeClass (const PathfindStartNodeClass &src)
|
||||
: m_PhysObj (NULL),
|
||||
NodeClass (NULL)
|
||||
{
|
||||
*this = src;
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// ~PathfindStartNodeClass
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
PathfindStartNodeClass::~PathfindStartNodeClass (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
|
||||
PathfindStartNodeClass::Initialize (void)
|
||||
{
|
||||
MEMBER_RELEASE (m_PhysObj);
|
||||
|
||||
//
|
||||
// Create the camera render object
|
||||
//
|
||||
RenderObjClass *render_obj = ::Create_Render_Obj ("WAYMID");
|
||||
WWASSERT (render_obj != NULL);
|
||||
if (render_obj != NULL) {
|
||||
|
||||
// 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 (render_obj);
|
||||
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);
|
||||
m_PhysObj->Set_Transform (m_Transform);
|
||||
::Set_Model_Collision_Type (m_PhysObj->Peek_Model (), COLLISION_TYPE_6);
|
||||
|
||||
// Release our hold on the render object pointer
|
||||
MEMBER_RELEASE (render_obj);
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Get_Factory
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
const PersistFactoryClass &
|
||||
PathfindStartNodeClass::Get_Factory (void) const
|
||||
{
|
||||
return _PathfindStartNodePersistFactory;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Save
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
PathfindStartNodeClass::Save (ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
|
||||
NodeClass::Save (csave);
|
||||
csave.End_Chunk ();
|
||||
|
||||
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
||||
csave.End_Chunk ();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Load
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
PathfindStartNodeClass::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
|
||||
PathfindStartNodeClass::Load_Variables (ChunkLoadClass &cload)
|
||||
{
|
||||
//
|
||||
// Loop through all the microchunks that define the variables
|
||||
//
|
||||
while (cload.Open_Micro_Chunk ()) {
|
||||
/*switch (cload.Cur_Micro_Chunk_ID ()) {
|
||||
}*/
|
||||
|
||||
cload.Close_Micro_Chunk ();
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Set_Transform
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
PathfindStartNodeClass::Set_Transform (const Matrix3D &tm)
|
||||
{
|
||||
NodeClass::Set_Transform (tm);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// operator=
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
const PathfindStartNodeClass &
|
||||
PathfindStartNodeClass::operator= (const PathfindStartNodeClass &src)
|
||||
{
|
||||
NodeClass::operator= (src);
|
||||
return *this;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Pre_Export
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
PathfindStartNodeClass::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
|
||||
PathfindStartNodeClass::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 ;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user