| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304 |
- /*
- ** 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/buildingchildnode.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 2/26/01 10:00a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "stdafx.h"
- #include "buildingnode.h"
- #include "buildingchildnode.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"
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<BuildingChildNodeClass, CHUNKID_NODE_BUILDING_CHILD> _BuildingChildNodePersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x05260946,
- CHUNKID_BASE_CLASS
- };
- enum
- {
- VARID_REQUIRES_CROUCH = 0x01,
- VARID_ATTACK_POINT,
- };
- //////////////////////////////////////////////////////////////////////////////
- //
- // BuildingChildNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- BuildingChildNodeClass::BuildingChildNodeClass (PresetClass *preset)
- : PhysObj (NULL),
- Building (NULL),
- NodeClass (preset)
- {
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // BuildingChildNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- BuildingChildNodeClass::BuildingChildNodeClass (const BuildingChildNodeClass &src)
- : PhysObj (NULL),
- Building (NULL),
- NodeClass (NULL)
- {
- *this = src;
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // ~BuildingChildNodeClass
- //
- //////////////////////////////////////////////////////////////////////////////
- BuildingChildNodeClass::~BuildingChildNodeClass (void)
- {
- Remove_From_Scene ();
- MEMBER_RELEASE (PhysObj);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- // Note: This may be called more than once. It is used as an 'initialize'
- // and a 're-initialize'.
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- BuildingChildNodeClass::Initialize (void)
- {
- MEMBER_RELEASE (PhysObj);
- //
- // Create the attack-point render object
- //
- RenderObjClass *render_obj = ::Create_Render_Obj ("CARMARKER");
- WWASSERT (render_obj != NULL);
- if (render_obj != NULL) {
-
- // Create the new physics object
- PhysObj = new DecorationPhysClass;
-
- //
- // Configure the physics object with information about
- // its new render object and collision data.
- //
- PhysObj->Set_Model (render_obj);
- PhysObj->Set_Transform (Matrix3D (1));
- PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
- PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
- PhysObj->Set_Transform (m_Transform);
- ::Set_Model_Collision_Type (PhysObj->Peek_Model (), COLLISION_TYPE_0);
-
- // Release our hold on the render object pointer
- MEMBER_RELEASE (render_obj);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- BuildingChildNodeClass::Get_Factory (void) const
- {
- return _BuildingChildNodePersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- BuildingChildNodeClass::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
- BuildingChildNodeClass::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
- BuildingChildNodeClass::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 BuildingChildNodeClass &
- BuildingChildNodeClass::operator= (const BuildingChildNodeClass &src)
- {
- NodeClass::operator= (src);
- return *this;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Pre_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- BuildingChildNodeClass::Pre_Export (void)
- {
- //
- // Remove ourselves from the 'system' so we don't get accidentally
- // saved during the export.
- //
- Add_Ref ();
- if (PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Remove_Object (PhysObj);
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Post_Export
- //
- //////////////////////////////////////////////////////////////////////
- void
- BuildingChildNodeClass::Post_Export (void)
- {
- //
- // Put ourselves back into the system
- //
- if (PhysObj != NULL && m_IsInScene) {
- ::Get_Scene_Editor ()->Add_Dynamic_Object (PhysObj);
- }
- Release_Ref ();
- return ;
- }
- //////////////////////////////////////////////////////////////////////
- //
- // On_Delete
- //
- //////////////////////////////////////////////////////////////////////
- void
- BuildingChildNodeClass::On_Delete (void)
- {
- //
- // Remove ourselves from the cover spot
- //
- if (Building) {
- Building->Remove_Child_Node (this);
- }
- return ;
- }
|