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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/TileNode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/09/01 10:39a $*
- * *
- * $Revision:: 23 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "tilenode.h"
- #include "staticphys.h"
- #include "sceneeditor.h"
- #include "tiledefinition.h"
- #include "filemgr.h"
- #include "_assetmgr.h"
- #include "editorassetmgr.h"
- #include "w3d_file.h"
- #include "cameramgr.h"
- #include "collisiongroups.h"
- #include "persistfactory.h"
- #include "editorchunkids.h"
- #include "preset.h"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<TileNodeClass, CHUNKID_NODE_TILE> _TileNodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x05050253,
- CHUNKID_BASE_CLASS,
- };
- enum
- {
- VARID_VISOBJECTID = 0x01,
- VARID_VISSECTORID
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // TileNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TileNodeClass::TileNodeClass (PresetClass *preset)
- : m_PhysObj (NULL),
- m_VisObjectID (0), // (gth) init this to zero, ("always visible")
- m_VisSectorID (-1), // (gth) init this to -1, ("no-sector")
- NodeClass (preset)
- {
- Restrict_Rotation (true);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // TileNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TileNodeClass::TileNodeClass (const TileNodeClass &src)
- : m_PhysObj (NULL),
- m_VisObjectID (0),
- m_VisSectorID (-1),
- NodeClass (NULL)
- {
- Restrict_Rotation (true);
- (*this) = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~TileNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- TileNodeClass::~TileNodeClass (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
- TileNodeClass::Initialize (void)
- {
- //
- // Update the cull-link index
- //
- Update_Cached_Cull_Link ();
- MEMBER_RELEASE (m_PhysObj);
- TileDefinitionClass *definition = static_cast<TileDefinitionClass *> (m_Preset->Get_Definition ());
- if (definition != NULL) {
- //
- // Make sure all assets are loaded into memory before this tile is created...
- //
- m_Preset->Load_All_Assets ();
-
- //
- // Lookup the physics definition this tile definition was configured with
- //
- int def_id = definition->Get_Phys_Def_ID ();
- DefinitionClass *phys_def = DefinitionMgrClass::Find_Definition (def_id, false);
- if (phys_def != NULL) {
- //
- // Create an instance of the physics object from its definition
- //
- PhysClass *phys_obj = (PhysClass *)phys_def->Create ();
- ASSERT (phys_obj != NULL);
- if (phys_obj != NULL && phys_obj->Peek_Model () != NULL) {
- m_PhysObj = phys_obj->As_StaticPhysClass ();
- ASSERT (m_PhysObj != NULL);
- ASSERT (m_PhysObj->Peek_Model() != NULL);
- //
- // Configure the physics object
- //
- if (m_PhysObj != NULL) {
- m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- m_PhysObj->Set_Transform (m_Transform);
- m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
- m_PhysObj->Set_ID (Get_ID ());
- m_PhysObj->Set_Vis_Object_ID (m_VisObjectID);
- m_PhysObj->Set_Vis_Sector_ID (m_VisSectorID);
- }
- } else {
- MEMBER_RELEASE (phys_obj);
- }
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- TileNodeClass::Get_Factory (void) const
- {
- return _TileNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // operator=
- //
- /////////////////////////////////////////////////////////////////
- const TileNodeClass &
- TileNodeClass::operator= (const TileNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- TileNodeClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_BASE_CLASS);
- NodeClass::Save (csave);
- csave.End_Chunk ();
- csave.Begin_Chunk (CHUNKID_VARIABLES);
- //
- // Save the tile's vis-id to the chunk
- //
- if (m_PhysObj != NULL) {
- uint32 vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Object_ID ();
- WRITE_MICRO_CHUNK (csave, VARID_VISOBJECTID, vis_id);
- vis_id = ((StaticPhysClass *)m_PhysObj)->Get_Vis_Sector_ID ();
- WRITE_MICRO_CHUNK (csave, VARID_VISSECTORID, vis_id);
- }
- csave.End_Chunk ();
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- TileNodeClass::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
- TileNodeClass::Load_Variables (ChunkLoadClass &cload)
- {
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- READ_MICRO_CHUNK (cload, VARID_VISOBJECTID, m_VisObjectID);
- READ_MICRO_CHUNK (cload, VARID_VISSECTORID, m_VisSectorID);
- }
- cload.Close_Micro_Chunk ();
- }
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Update_Cached_Vis_IDs
- //
- /////////////////////////////////////////////////////////////////
- void
- TileNodeClass::Update_Cached_Vis_IDs (void)
- {
- if (m_PhysObj != NULL) {
- m_VisObjectID = m_PhysObj->Get_Vis_Object_ID ();
- m_VisSectorID = m_PhysObj->Get_Vis_Object_ID ();
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TileNodeClass::Pre_Export (void)
- {
- //
- // Change our collision group the collision group that the
- // game is expecting
- //
- if (m_PhysObj != NULL) {
- m_PhysObj->Set_Collision_Group (15);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- TileNodeClass::Post_Export (void)
- {
- //
- // Restore our collision group
- //
- if (m_PhysObj != NULL) {
- m_PhysObj->Set_Collision_Group (GAME_COLLISION_GROUP);
- }
- return ;
- }
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