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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/>.
- */
- /***********************************************************************************************
- *** 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/CoverAttackPointNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 5/22/01 11:17a $*
- * *
- * $Revision:: 10 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "coverspotnode.h"
- #include "coverattackpointnode.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"
- #include "soldier.h"
- #include "presetmgr.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<CoverAttackPointNodeClass, CHUNKID_NODE_COVER_ATTACK_POINT> _CoverAttackPointNodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x05260946,
- CHUNKID_BASE_CLASS
- };
- enum
- {
- VARID_REQUIRES_CROUCH = 0x01,
- VARID_ATTACK_POINT,
- };
- //////////////////////////////////////////////////////////////////////////////
- // Static member initialization
- //////////////////////////////////////////////////////////////////////////////
- PhysClass * CoverAttackPointNodeClass::_TheCollisionObj = NULL;
- int CoverAttackPointNodeClass::_InstanceCount = 0;
- //////////////////////////////////////////////////////////////////////////////
- //
- // CoverAttackPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- CoverAttackPointNodeClass::CoverAttackPointNodeClass (PresetClass *preset)
- : m_PhysObj (NULL),
- m_CoverSpot (NULL),
- NodeClass (preset)
- {
- _InstanceCount ++;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // CoverAttackPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- CoverAttackPointNodeClass::CoverAttackPointNodeClass (const CoverAttackPointNodeClass &src)
- : m_PhysObj (NULL),
- m_CoverSpot (NULL),
- NodeClass (NULL)
- {
- _InstanceCount ++;
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~CoverAttackPointNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- CoverAttackPointNodeClass::~CoverAttackPointNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (m_PhysObj);
-
- //
- // Free the collision object when all instances have gone away
- //
- _InstanceCount --;
- if (_InstanceCount == 0) {
- MEMBER_RELEASE (_TheCollisionObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- CoverAttackPointNodeClass::Initialize (void)
- {
- MEMBER_RELEASE (m_PhysObj);
- //
- // Create the attack-point render object
- //
- RenderObjClass *render_obj = ::Create_Render_Obj ("WAY_B");
- 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_0);
-
- // Release our hold on the render object pointer
- MEMBER_RELEASE (render_obj);
- }
- if (_TheCollisionObj == NULL) {
- //
- // Create the collision physics object
- //
- PresetClass *preset = PresetMgrClass::Find_Preset ("Walk-Thru");
- if (preset != NULL && preset->Get_Definition () != NULL) {
-
- //
- // Load the assets for this preset and get its definition
- //
- preset->Load_All_Assets ();
- SoldierGameObjDef *definition = (SoldierGameObjDef *)preset->Get_Definition ();
-
- //
- // Create the collision physics object
- //
- SoldierGameObj *game_obj = new SoldierGameObj;
- game_obj->Init (*definition);
- MEMBER_ADD (_TheCollisionObj, game_obj->Peek_Physical_Object ());
- game_obj->Set_Delete_Pending ();
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- CoverAttackPointNodeClass::Get_Factory (void) const
- {
- return _CoverAttackPointNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- CoverAttackPointNodeClass::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
- CoverAttackPointNodeClass::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
- CoverAttackPointNodeClass::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;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const CoverAttackPointNodeClass &
- CoverAttackPointNodeClass::operator= (const CoverAttackPointNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- CoverAttackPointNodeClass::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
- CoverAttackPointNodeClass::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 ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // On_Delete
- //
- //////////////////////////////////////////////////////////////////////
- void
- CoverAttackPointNodeClass::On_Delete (void)
- {
- //
- // Remove ourselves from the cover spot
- //
- if (m_CoverSpot) {
- m_CoverSpot->Remove_Attack_Point (this);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Peek_Collision_Obj
- //
- //////////////////////////////////////////////////////////////////////
- PhysClass *
- CoverAttackPointNodeClass::Peek_Collision_Obj (void) const
- {
- if (_TheCollisionObj != NULL) {
- _TheCollisionObj->Set_Transform (m_Transform);
- }
- return _TheCollisionObj;
- }
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