| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503 |
- /*
- ** 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/TerrainSectionPersist.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/29/01 12:22p $*
- * *
- * $Revision:: 9 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "terrainsectionpersist.h"
- #include "node.h"
- #include "chunkio.h"
- #include "staticphys.h"
- #include "lightnode.h"
- #include "terrainnode.h"
- #include "nodemgr.h"
- //////////////////////////////////////////////////////////////////////////////
- // Constants
- //////////////////////////////////////////////////////////////////////////////
- enum
- {
- CHUNKID_VARIABLES = 0x10251130,
- CHUNKID_TERRAIN_SECTION_INFO,
- CHUNKID_SECTION_PERSISTDATA
- };
- enum
- {
- VARID_POSITION = 0x01,
- VARID_DEF_ID,
- VARID_INSTANCE_ID,
- VARID_VIS_OBJ_ID,
- VARID_VIS_SECTOR_ID,
- VARID_NAME,
- VARID_CULLLINK
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // TerrainSectionPersistClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TerrainSectionPersistClass::TerrainSectionPersistClass (void)
- : m_Position (0, 0, 0),
- m_DefinitionID (0),
- m_InstanceID (0),
- m_VisObjectID (0),
- m_VisSectorID (0),
- m_CullLink (-1)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~TerrainSectionPersistClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TerrainSectionPersistClass::~TerrainSectionPersistClass (void)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Apply
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistClass::Apply (NodeClass *node)
- {
- SANITY_CHECK (node != NULL)
- {
- return ;
- }
-
- //
- // Assign the id to the section
- //
- node->Set_ID (Get_Instance_ID ());
- node->Set_Cull_Link (m_CullLink);
-
- //
- // Assign the other IDs (these differ based on type)
- //
- if (node->Get_Type () == NODE_TYPE_TERRAIN) {
- m_TerrainSectionInfo.Assign_Section_IDs (reinterpret_cast<TerrainNodeClass *>(node));
- } else {
-
- //
- // Assign this physics object its vis ID (if applicable)
- //
- PhysClass *phys_obj = node->Peek_Physics_Obj ();
- if (phys_obj != NULL) {
-
- if (phys_obj->As_StaticPhysClass () != NULL) {
- ((StaticPhysClass *)phys_obj)->Set_Vis_Object_ID (Get_Vis_Obj_ID ());
- ((StaticPhysClass *)phys_obj)->Set_Vis_Sector_ID (Get_Vis_Sector_ID ());
- } else if (node->Get_Type () == NODE_TYPE_LIGHT) {
- ((LightNodeClass *)node)->Set_Vis_Sector_ID (Get_Vis_Sector_ID ());
- }
- }
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistClass::Initialize (NodeClass *node)
- {
- SANITY_CHECK (node != NULL)
- {
- return ;
- }
- m_Position = node->Get_Position ();
- m_InstanceID = node->Get_ID ();
- m_Name = node->Get_Model_Name ();
-
- node->Update_Cached_Cull_Link ();
- m_CullLink = node->Get_Cull_Link ();
- //
- // Lookup the node's definition ID
- //
- PresetClass *preset = node->Get_Preset ();
- if (preset != NULL) {
- m_DefinitionID = preset->Get_Definition ()->Get_ID ();
- }
- if (node->Get_Type () == NODE_TYPE_LIGHT) {
-
- //
- // For lights we have to get the ID straight from the light object (not its phys obj)
- //
- m_VisSectorID = ((LightNodeClass *)node)->Get_Vis_Sector_ID ();
- } else if (node->Get_Type () == NODE_TYPE_TERRAIN) {
- //
- // For terrain nodes we need to save (recursively possibly) information
- // about all of its sections
- //
- m_TerrainSectionInfo.Build_List (((TerrainNodeClass *)node)->m_Sections);
- } else {
- //
- // Lookup the vis IDs for this object (if it has any)
- //
- PhysClass *phys_obj = node->Peek_Physics_Obj ();
- if (phys_obj != NULL) {
- StaticPhysClass *static_phys_obj = phys_obj->As_StaticPhysClass ();
- if (static_phys_obj != NULL) {
- m_VisObjectID = static_phys_obj->Get_Vis_Object_ID ();
- m_VisSectorID = static_phys_obj->Get_Vis_Sector_ID ();
- //
- // Record the cull-link index from the static object
- //
- AABTreeLinkClass *link = (AABTreeLinkClass *)static_phys_obj->Get_Cull_Link ();
- if (link != NULL) {
- m_CullLink = link->Node->Index;
- }
- }
- }
- }
-
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainSectionPersistClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- Save_Variables (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_TERRAIN_SECTION_INFO);
- m_TerrainSectionInfo.Save (csave);
- csave.End_Chunk ();
-
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainSectionPersistClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- case CHUNKID_TERRAIN_SECTION_INFO:
- m_TerrainSectionInfo.Load (cload);
- break;
- }
- cload.Close_Chunk ();
- }
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save_Variables
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainSectionPersistClass::Save_Variables (ChunkSaveClass &csave)
- {
- WRITE_MICRO_CHUNK (csave, VARID_POSITION, m_Position);
- WRITE_MICRO_CHUNK (csave, VARID_DEF_ID, m_DefinitionID);
- WRITE_MICRO_CHUNK (csave, VARID_INSTANCE_ID, m_InstanceID);
- WRITE_MICRO_CHUNK (csave, VARID_VIS_OBJ_ID, m_VisObjectID);
- WRITE_MICRO_CHUNK (csave, VARID_VIS_SECTOR_ID, m_VisSectorID);
- WRITE_MICRO_CHUNK (csave, VARID_CULLLINK, m_CullLink);
- WRITE_MICRO_CHUNK_WWSTRING (csave, VARID_NAME, m_Name);
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- /////////////////////////////////////////////////////////////////
- bool
- TerrainSectionPersistClass::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
-
- READ_MICRO_CHUNK (cload, VARID_POSITION, m_Position);
- READ_MICRO_CHUNK (cload, VARID_DEF_ID, m_DefinitionID);
- READ_MICRO_CHUNK (cload, VARID_INSTANCE_ID, m_InstanceID);
- READ_MICRO_CHUNK (cload, VARID_VIS_OBJ_ID, m_VisObjectID);
- READ_MICRO_CHUNK (cload, VARID_VIS_SECTOR_ID, m_VisSectorID);
- READ_MICRO_CHUNK (cload, VARID_CULLLINK, m_CullLink);
- READ_MICRO_CHUNK_WWSTRING (cload, VARID_NAME, m_Name);
- }
- cload.Close_Micro_Chunk ();
- }
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Build_List
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Build_List (DynamicVectorClass<NodeClass *> &node_list)
- {
- Free_List ();
- //
- // Build an identifier for each of the sections (based on position
- // and type).
- //
- for (int index = 0; index < node_list.Count (); index ++) {
- NodeClass *node = node_list[index];
- //
- // Create a new perist object to store the node's data
- //
- TerrainSectionPersistClass *persist_obj = new TerrainSectionPersistClass;
- persist_obj->Initialize (node);
- Add (persist_obj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Free_List
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Free_List (void)
- {
- //
- // Free each persist object
- //
- for (int index = 0; index < Count (); index ++) {
- SAFE_DELETE ((*this)[index]);
- }
- Delete_All ();
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Save (ChunkSaveClass &csave)
- {
- //
- // Write a chunk for each section so we can store instance
- // specific data.
- //
- for (int index = 0; index < Count (); index ++) {
- TerrainSectionPersistClass *persist_obj = (*this)[index];
- csave.Begin_Chunk (CHUNKID_SECTION_PERSISTDATA);
- persist_obj->Save (csave);
- csave.End_Chunk ();
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Load (ChunkLoadClass &cload)
- {
- Free_List ();
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
- case CHUNKID_SECTION_PERSISTDATA:
- {
- //
- // Create a persist object and get it to load the data
- //
- TerrainSectionPersistClass *persist_info = new TerrainSectionPersistClass;
- persist_info->Load (cload);
- Add (persist_info);
- }
- break;
- }
- cload.Close_Chunk ();
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Initialize_Virgin_Sections
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Initialize_Virgin_Sections (void)
- {
- //
- // Give each section a unique ID if we couldn't match it up with
- // its saved version.
- //
- for (int index = 0; index < m_VirginSections.Count (); index ++) {
- NodeClass *node = m_VirginSections[index];
- if (node != NULL) {
- node->Set_ID (NodeMgrClass::Get_Node_ID (node->Get_Type ()));
- NodeMgrClass::Setup_Node_Identity (*node);
- }
- }
- //
- // Recurse into each sub-section
- //
- for (index = 0; index < Count (); index ++) {
- (*this)[index]->Initialize_Virgin_Sections ();
- }
- m_VirginSections.Delete_All ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Assign_Section_IDs
- //
- ////////////////////////////////////////////////////////////////
- void
- TerrainSectionPersistListClass::Assign_Section_IDs (TerrainNodeClass *node)
- {
- m_VirginSections = node->m_Sections;
- for (int index = 0; index < Count (); index ++) {
- TerrainSectionPersistClass *persist_obj = (*this)[index];
-
- //
- // Try to match this ID up with
- //
- bool found = false;
- for (int node_index = 0; node_index < m_VirginSections.Count () && !found; node_index ++) {
- NodeClass *sub_node = m_VirginSections[node_index];
- StringClass model_name = sub_node->Get_Model_Name ();
- //
- // Do the types match up?
- //
- if ( sub_node->Get_Preset_ID () == persist_obj->Get_Def_ID () &&
- ::lstrcmpi (model_name, persist_obj->Get_Name ()) == 0)
- {
- //
- // Do the positions match up?
- //
- const Vector3 &pos = sub_node->Get_Position ();
- float delta = (pos - persist_obj->Get_Position ()).Length2 ();
- if (delta < 1.0F) {
- //
- // Success! Assign the ID(s)
- //
- persist_obj->Apply (sub_node);
- m_VirginSections.Delete (node_index);
- found = true;
- }
- }
- }
- //
- // Warn the user
- //
- if (!found) {
-
- CString message;
- message.Format ( "Unable to match static ID %d (%s) with a terrain section!\r\n",
- persist_obj->Get_Instance_ID (),
- (LPCTSTR)persist_obj->Get_Name ());
- ::Output_Message (message);
- }
- }
- return ;
- }
|