mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-16 07:31:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
458
Code/wwphys/waypath.cpp
Normal file
458
Code/wwphys/waypath.cpp
Normal file
@@ -0,0 +1,458 @@
|
||||
/*
|
||||
** 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/wwphys/waypath.cpp $*
|
||||
* *
|
||||
* Author:: Patrick Smith *
|
||||
* *
|
||||
* $Modtime:: 8/20/01 7:48p $*
|
||||
* *
|
||||
* $Revision:: 6 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#include "waypath.h"
|
||||
#include "persistfactory.h"
|
||||
#include "wwphysids.h"
|
||||
#include "waypoint.h"
|
||||
#include "wwhack.h"
|
||||
#include "waypathposition.h"
|
||||
#include "pathfind.h"
|
||||
|
||||
|
||||
DECLARE_FORCE_LINK(waypath);
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
// Persist factory
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
SimplePersistFactoryClass<WaypathClass, PHYSICS_CHUNKID_WAYPATH> _WaypathPersistFactory;
|
||||
|
||||
enum
|
||||
{
|
||||
CHUNKID_VARIABLES = 0x04290219,
|
||||
CHUNKID_BASE_CLASS
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
VARID_OLD_PTR = 0x01,
|
||||
VARID_FLAGS,
|
||||
VARID_ID,
|
||||
VARID_WAYPOINT_PTR
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// WaypathClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
WaypathClass::WaypathClass (void)
|
||||
: m_ID (0),
|
||||
m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
|
||||
{
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// WaypathClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
WaypathClass::WaypathClass (const WaypathPositionClass &start, const WaypathPositionClass &end)
|
||||
: m_ID (0),
|
||||
m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
|
||||
{
|
||||
//
|
||||
// Check to ensure the two endpoints refer to the same path
|
||||
//
|
||||
int waypath_id = start.Get_Waypath_ID ();
|
||||
if (waypath_id == end.Get_Waypath_ID ()) {
|
||||
|
||||
//
|
||||
// Lookup the path we will use as our reference
|
||||
//
|
||||
WaypathClass *whole_path = PathfindClass::Get_Instance ()->Find_Waypath (waypath_id);
|
||||
if (whole_path != NULL) {
|
||||
|
||||
//
|
||||
// Copy the flags from the complete path
|
||||
//
|
||||
m_Flags = whole_path->Get_Flags ();
|
||||
|
||||
//
|
||||
// Find the world-space positions of the endpoints of our path segment
|
||||
//
|
||||
Vector3 start_pos (0, 0, 0);
|
||||
Vector3 end_pos (0, 0, 0);
|
||||
whole_path->Evaluate_Position (start, &start_pos);
|
||||
whole_path->Evaluate_Position (end, &end_pos);
|
||||
|
||||
//
|
||||
// Add the starting point to our waypath
|
||||
//
|
||||
m_Waypoints.Add (new WaypointClass (start_pos));
|
||||
|
||||
//
|
||||
// Add all the points between the start and end point to the path
|
||||
//
|
||||
/*int start_index = start.Get_Waypoint_Index ();
|
||||
int end_index = end.Get_Waypoint_Index ();
|
||||
int count = WWMath::Fabs (end_index - start_index) - 2;
|
||||
int inc = (end_index > start_index) ? 1 : -1;
|
||||
for (int index = start_index + inc; count >= 0; index += inc, count --) {
|
||||
WaypointClass *waypoint = whole_path->Get_Point (index);
|
||||
m_Waypoints.Add (new WaypointClass (*waypoint));
|
||||
}*/
|
||||
|
||||
|
||||
//
|
||||
// Get the start and end indices from the path
|
||||
//
|
||||
int start_index = start.Get_Waypoint_Index ();
|
||||
int end_index = end.Get_Waypoint_Index ();
|
||||
|
||||
//
|
||||
// Are we moving forwards or backwards along the path?
|
||||
//
|
||||
if (end_index > start_index) {
|
||||
|
||||
//
|
||||
// Add all the points between the start and end point to the path
|
||||
//
|
||||
for (int index = start_index + 1; index <= end_index; index ++) {
|
||||
WaypointClass *waypoint = whole_path->Get_Point (index);
|
||||
m_Waypoints.Add (new WaypointClass (*waypoint));
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
//
|
||||
// Add all the points between the start and end point to the path
|
||||
//
|
||||
for (int index = start_index - 1; index > end_index; index --) {
|
||||
WaypointClass *waypoint = whole_path->Get_Point (index);
|
||||
m_Waypoints.Add (new WaypointClass (*waypoint));
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Add the ending point to our waypath
|
||||
//
|
||||
m_Waypoints.Add (new WaypointClass (end_pos));
|
||||
}
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// WaypathClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
WaypathClass::~WaypathClass (void)
|
||||
{
|
||||
Free ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Get_Factory
|
||||
//
|
||||
////////////////////////////////////////////////////////////////
|
||||
const PersistFactoryClass &
|
||||
WaypathClass::Get_Factory (void) const
|
||||
{
|
||||
return _WaypathPersistFactory;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Save
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
WaypathClass::Save (ChunkSaveClass &csave)
|
||||
{
|
||||
csave.Begin_Chunk (CHUNKID_VARIABLES);
|
||||
|
||||
WaypathClass *this_ptr = this;
|
||||
WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
|
||||
WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
|
||||
WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
|
||||
|
||||
//
|
||||
// Write out each waypoint pointer so we can remap them
|
||||
// on load.
|
||||
//
|
||||
for (int index = 0; index < m_Waypoints.Count (); index ++) {
|
||||
WaypointClass *waypoint = m_Waypoints[index];
|
||||
WRITE_MICRO_CHUNK (csave, VARID_WAYPOINT_PTR, waypoint);
|
||||
}
|
||||
|
||||
csave.End_Chunk ();
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Load
|
||||
//
|
||||
/////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
WaypathClass::Load (ChunkLoadClass &cload)
|
||||
{
|
||||
while (cload.Open_Chunk ()) {
|
||||
switch (cload.Cur_Chunk_ID ()) {
|
||||
|
||||
case CHUNKID_VARIABLES:
|
||||
Load_Variables (cload);
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Chunk ();
|
||||
}
|
||||
|
||||
SaveLoadSystemClass::Register_Post_Load_Callback (this);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Load_Variables
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
WaypathClass::Load_Variables (ChunkLoadClass &cload)
|
||||
{
|
||||
//
|
||||
// Loop through all the microchunks that define the variables
|
||||
//
|
||||
while (cload.Open_Micro_Chunk ()) {
|
||||
switch (cload.Cur_Micro_Chunk_ID ()) {
|
||||
|
||||
READ_MICRO_CHUNK (cload, VARID_FLAGS, m_Flags);
|
||||
READ_MICRO_CHUNK (cload, VARID_ID, m_ID);
|
||||
|
||||
case VARID_WAYPOINT_PTR:
|
||||
{
|
||||
//
|
||||
// Read the old waypoint ptr from the chunk and add it to our
|
||||
// list. We will remap it later.
|
||||
//
|
||||
WaypointClass *waypoint = NULL;
|
||||
cload.Read (&waypoint, sizeof (waypoint));
|
||||
m_Waypoints.Add (waypoint);
|
||||
}
|
||||
break;
|
||||
|
||||
case VARID_OLD_PTR:
|
||||
{
|
||||
//
|
||||
// Read the old pointer from the chunk and submit it
|
||||
// to the remapping system.
|
||||
//
|
||||
WaypathClass *old_ptr = NULL;
|
||||
cload.Read (&old_ptr, sizeof (old_ptr));
|
||||
SaveLoadSystemClass::Register_Pointer (old_ptr, this);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
cload.Close_Micro_Chunk ();
|
||||
}
|
||||
|
||||
//
|
||||
// Register each of the pointers in our waypoint list for remapping
|
||||
//
|
||||
for (int index = 0; index < m_Waypoints.Count (); index ++) {
|
||||
REQUEST_POINTER_REMAP ((void **)&m_Waypoints[index]);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// On_Post_Load
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
WaypathClass::On_Post_Load (void)
|
||||
{
|
||||
//
|
||||
// Add a reference count to each of the waypoints
|
||||
//
|
||||
/*for (int index = 0; index < m_Waypoints.Count (); index ++) {
|
||||
WaypointClass *waypoint = m_Waypoints[index];
|
||||
waypoint->Add_Ref ();
|
||||
}*/
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Free
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
WaypathClass::Free (void)
|
||||
{
|
||||
//
|
||||
// Release our hold on each of the waypoints
|
||||
//
|
||||
for (int index = 0; index < m_Waypoints.Count (); index ++) {
|
||||
WaypointClass *waypoint = m_Waypoints[index];
|
||||
REF_PTR_RELEASE (waypoint);
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Add_Point
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
WaypathClass::Add_Point (const WaypointClass &point)
|
||||
{
|
||||
//
|
||||
// Allocate a copy of the given waypoint and add it to
|
||||
// our waypoint list.
|
||||
//
|
||||
WaypointClass *new_waypoint = new WaypointClass (point);
|
||||
m_Waypoints.Add (new_waypoint);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Add_Point
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
WaypathClass::Add_Point (const Vector3 &point)
|
||||
{
|
||||
//
|
||||
// Allocate a copy of the given waypoint and add it to
|
||||
// our waypoint list.
|
||||
//
|
||||
WaypointClass *new_waypoint = new WaypointClass (point);
|
||||
m_Waypoints.Add (new_waypoint);
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Set_Flag
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
void
|
||||
WaypathClass::Set_Flag (int flag, bool onoff)
|
||||
{
|
||||
m_Flags &= ~flag;
|
||||
if (onoff) {
|
||||
m_Flags |= flag;
|
||||
}
|
||||
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// Evaluate_Position
|
||||
//
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
bool
|
||||
WaypathClass::Evaluate_Position (const WaypathPositionClass &pos, Vector3 *position)
|
||||
{
|
||||
bool retval = false;
|
||||
|
||||
//
|
||||
// Check to ensure this is the right waypath
|
||||
//
|
||||
if (pos.Get_Waypath_ID () == m_ID) {
|
||||
|
||||
//
|
||||
// Lookup the start point of the segment
|
||||
//
|
||||
int index = pos.Get_Waypoint_Index ();
|
||||
WaypointClass *seg_pt1 = Get_Point (index);
|
||||
if (seg_pt1 != NULL) {
|
||||
|
||||
//
|
||||
// Get the world-space position of the start point of the segment
|
||||
//
|
||||
const Vector3 &pt1 = seg_pt1->Get_Position ();
|
||||
|
||||
//
|
||||
// Do a quick check to see if we should just return the
|
||||
// start point
|
||||
//
|
||||
if (pos.Get_Percent () == 0) {
|
||||
(*position) = pt1;
|
||||
retval = true;
|
||||
} else {
|
||||
|
||||
//
|
||||
// Lookup the end point of the segment
|
||||
//
|
||||
WaypointClass *seg_pt2 = Get_Point (index + 1);
|
||||
if (seg_pt2 != NULL) {
|
||||
|
||||
//
|
||||
// Get the world-space position of the end point of the segment
|
||||
//
|
||||
const Vector3 &pt2 = seg_pt2->Get_Position ();
|
||||
|
||||
//
|
||||
// Evaluate the line segment at the given percent
|
||||
//
|
||||
(*position) = pt1 + (pt2 - pt1) * pos.Get_Percent ();
|
||||
retval = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return retval;
|
||||
}
|
||||
Reference in New Issue
Block a user