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- /*
- ** 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/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Combat/simplegameobj.cpp $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 10/10/01 1:43p $*
- * *
- * $Revision:: 29 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "simplegameobj.h"
- #include "combat.h"
- #include "animcontrol.h"
- #include "pscene.h"
- #include "persistfactory.h"
- #include "combatchunkid.h"
- #include "debug.h"
- #include "simpledefinitionfactory.h"
- #include "wwhack.h"
- #include "phys.h"
- #include "apppackettypes.h"
- /*
- ** SimpleGameObjDef
- */
- DECLARE_FORCE_LINK( Simple )
- SimplePersistFactoryClass<SimpleGameObjDef, CHUNKID_GAME_OBJECT_DEF_SIMPLE> _SimpleGameObjDefPersistFactory;
- DECLARE_DEFINITION_FACTORY(SimpleGameObjDef, CLASSID_GAME_OBJECT_DEF_SIMPLE, "Simple") _SimpleGameObjDefDefFactory;
- SimpleGameObjDef::SimpleGameObjDef( void ) :
- IsEditorObject( false ),
- IsHiddenObject( false ),
- PlayerTerminalType( PlayerTerminalClass::TYPE_NONE )
- {
- MODEL_DEF_PARAM( SimpleGameObjDef, PhysDefID, "PhysDef" );
- EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsEditorObject );
- EDITABLE_PARAM( SimpleGameObjDef, ParameterClass::TYPE_BOOL, IsHiddenObject );
- #ifdef PARAM_EDITING_ON
- //
- // Configure the orator types parameter
- //
- EnumParameterClass *pt_type_param = new EnumParameterClass( (int *)&PlayerTerminalType );
- pt_type_param->Set_Name( "Player Terminal Type" );
- pt_type_param->Add_Value( "<None>", PlayerTerminalClass::TYPE_NONE );
- pt_type_param->Add_Value( "GDI", PlayerTerminalClass::TYPE_GDI );
- pt_type_param->Add_Value( "NOD", PlayerTerminalClass::TYPE_NOD );
- pt_type_param->Add_Value( "Mutant", PlayerTerminalClass::TYPE_MUTANT );
- GENERIC_EDITABLE_PARAM( SimpleGameObjDef, pt_type_param );
- #endif
- return ;
- }
- uint32 SimpleGameObjDef::Get_Class_ID (void) const
- {
- return CLASSID_GAME_OBJECT_DEF_SIMPLE;
- }
- PersistClass * SimpleGameObjDef::Create( void ) const
- {
- SimpleGameObj * obj = new SimpleGameObj;
- obj->Init( *this );
- return obj;
- }
- enum {
- CHUNKID_DEF_PARENT = 930991656,
- CHUNKID_DEF_VARIABLES,
- MICROCHUNKID_DEF_IS_EDITOR_OBJECT = 1,
- MICROCHUNKID_DEF_IS_HIDDEN_OBJECT,
- MICROCHUNKID_DEF_PLAYER_TERM_TYPE
- };
- bool SimpleGameObjDef::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_DEF_PARENT );
- PhysicalGameObjDef::Save( csave );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
- csave.End_Chunk();
- return true;
- }
- bool SimpleGameObjDef::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_DEF_PARENT:
- PhysicalGameObjDef::Load( cload );
- break;
-
- case CHUNKID_DEF_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_EDITOR_OBJECT, IsEditorObject );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_HIDDEN_OBJECT, IsHiddenObject );
- READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_PLAYER_TERM_TYPE, PlayerTerminalType );
- default:
- Debug_Say(( "Unrecognized SimpleDef Variable chunkID\n" ));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- default:
- Debug_Say(( "Unrecognized SimpleDef chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- const PersistFactoryClass & SimpleGameObjDef::Get_Factory (void) const
- {
- return _SimpleGameObjDefPersistFactory;
- }
- /*
- ** SimpleGameObj
- */
- SimplePersistFactoryClass<SimpleGameObj, CHUNKID_GAME_OBJECT_SIMPLE> _SimpleGameObjPersistFactory;
- const PersistFactoryClass & SimpleGameObj::Get_Factory (void) const
- {
- return _SimpleGameObjPersistFactory;
- }
- /*
- **
- */
- SimpleGameObj::SimpleGameObj()
- {
- Set_App_Packet_Type(APPPACKETTYPE_SIMPLE);
- //WWDEBUG_SAY(("SimpleGameObj::SimpleGameObj\n"));
- /*
- if (Get_Definition().Get_Name() != NULL) {
- WWDEBUG_SAY((" for %s\n", Get_Definition().Get_Name()));
- }
- /**/
- }
- SimpleGameObj::~SimpleGameObj()
- {
- }
- /*
- **
- */
- void SimpleGameObj::Init( void )
- {
- Init( Get_Definition() );
- /*
- if (Get_Definition().Get_Name() != NULL) {
- WWDEBUG_SAY(("SimpleGameObj::Init for %s\n", Get_Definition().Get_Name()));
- }
- /**/
- }
- void SimpleGameObj::Init( const SimpleGameObjDef & definition )
- {
- PhysicalGameObj::Init( definition );
- }
- const SimpleGameObjDef & SimpleGameObj::Get_Definition( void ) const
- {
- return (const SimpleGameObjDef &)BaseGameObj::Get_Definition();
- }
- /*
- ** SimpleGameObj Save and Load
- */
- enum {
- CHUNKID_PARENT = 927991712,
- CHUNKID_VARIABLES,
- XXXCHUNKID_ANIM_CONTROL,
- XXXMICROCHUNKID_PHYSOBJ = 1,
- };
- bool SimpleGameObj::Save( ChunkSaveClass & csave )
- {
- csave.Begin_Chunk( CHUNKID_PARENT );
- PhysicalGameObj::Save( csave );
- csave.End_Chunk();
- return true;
- }
- bool SimpleGameObj::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_PARENT:
- PhysicalGameObj::Load( cload );
- break;
- default:
- Debug_Say(( "Unrecognized SimpleGameObj chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- SaveLoadSystemClass::Register_Post_Load_Callback(this);
- return true;
- }
- void SimpleGameObj::On_Post_Load( void )
- {
- PhysicalGameObj::On_Post_Load();
- // NOTE: the On_Post_Load function is only run when loading a level in the game engine
- // so we can put game-specific behavior into this function without messing up the level
- // editor.
- if ( Get_Definition().IsEditorObject ) {
- // Switch to a NULL model
- Peek_Physical_Object()->Set_Model_By_Name( "NULL" );
- // Add clear anim_control
- if ( Get_Anim_Control() != NULL ) {
- Get_Anim_Control()->Set_Model( Peek_Model() );
- }
- }
- if ( Is_Hidden_Object() ) {
- RenderObjClass * model = Peek_Physical_Object()->Peek_Model();
- if (model) {
- model->Set_Hidden(true);
- }
- }
- /*
- if (Get_Definition().Get_Name() != NULL) {
- WWDEBUG_SAY(("SimpleGameObj::On_Post_Load for %s\n", Get_Definition().Get_Name()));
- }
- */
- }
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