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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/wwphys/waypath.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 8/20/01 7:48p $*
- * *
- * $Revision:: 6 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "waypath.h"
- #include "persistfactory.h"
- #include "wwphysids.h"
- #include "waypoint.h"
- #include "wwhack.h"
- #include "waypathposition.h"
- #include "pathfind.h"
- DECLARE_FORCE_LINK(waypath);
- //////////////////////////////////////////////////////////////////////////////
- // Persist factory
- //////////////////////////////////////////////////////////////////////////////
- SimplePersistFactoryClass<WaypathClass, PHYSICS_CHUNKID_WAYPATH> _WaypathPersistFactory;
- enum
- {
- CHUNKID_VARIABLES = 0x04290219,
- CHUNKID_BASE_CLASS
- };
- enum
- {
- VARID_OLD_PTR = 0x01,
- VARID_FLAGS,
- VARID_ID,
- VARID_WAYPOINT_PTR
- };
- ////////////////////////////////////////////////////////////////
- //
- // WaypathClass
- //
- ////////////////////////////////////////////////////////////////
- WaypathClass::WaypathClass (void)
- : m_ID (0),
- m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // WaypathClass
- //
- ////////////////////////////////////////////////////////////////
- WaypathClass::WaypathClass (const WaypathPositionClass &start, const WaypathPositionClass &end)
- : m_ID (0),
- m_Flags (FLAG_TWO_WAY | FLAG_HUMAN | FLAG_GROUND_VEHICLE)
- {
- //
- // Check to ensure the two endpoints refer to the same path
- //
- int waypath_id = start.Get_Waypath_ID ();
- if (waypath_id == end.Get_Waypath_ID ()) {
-
- //
- // Lookup the path we will use as our reference
- //
- WaypathClass *whole_path = PathfindClass::Get_Instance ()->Find_Waypath (waypath_id);
- if (whole_path != NULL) {
- //
- // Copy the flags from the complete path
- //
- m_Flags = whole_path->Get_Flags ();
-
- //
- // Find the world-space positions of the endpoints of our path segment
- //
- Vector3 start_pos (0, 0, 0);
- Vector3 end_pos (0, 0, 0);
- whole_path->Evaluate_Position (start, &start_pos);
- whole_path->Evaluate_Position (end, &end_pos);
- //
- // Add the starting point to our waypath
- //
- m_Waypoints.Add (new WaypointClass (start_pos));
- //
- // Add all the points between the start and end point to the path
- //
- /*int start_index = start.Get_Waypoint_Index ();
- int end_index = end.Get_Waypoint_Index ();
- int count = WWMath::Fabs (end_index - start_index) - 2;
- int inc = (end_index > start_index) ? 1 : -1;
- for (int index = start_index + inc; count >= 0; index += inc, count --) {
- WaypointClass *waypoint = whole_path->Get_Point (index);
- m_Waypoints.Add (new WaypointClass (*waypoint));
- }*/
-
- //
- // Get the start and end indices from the path
- //
- int start_index = start.Get_Waypoint_Index ();
- int end_index = end.Get_Waypoint_Index ();
- //
- // Are we moving forwards or backwards along the path?
- //
- if (end_index > start_index) {
-
- //
- // Add all the points between the start and end point to the path
- //
- for (int index = start_index + 1; index <= end_index; index ++) {
- WaypointClass *waypoint = whole_path->Get_Point (index);
- m_Waypoints.Add (new WaypointClass (*waypoint));
- }
- } else {
-
- //
- // Add all the points between the start and end point to the path
- //
- for (int index = start_index - 1; index > end_index; index --) {
- WaypointClass *waypoint = whole_path->Get_Point (index);
- m_Waypoints.Add (new WaypointClass (*waypoint));
- }
- }
- //
- // Add the ending point to our waypath
- //
- m_Waypoints.Add (new WaypointClass (end_pos));
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // WaypathClass
- //
- ////////////////////////////////////////////////////////////////
- WaypathClass::~WaypathClass (void)
- {
- Free ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Get_Factory
- //
- ////////////////////////////////////////////////////////////////
- const PersistFactoryClass &
- WaypathClass::Get_Factory (void) const
- {
- return _WaypathPersistFactory;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Save
- //
- /////////////////////////////////////////////////////////////////
- bool
- WaypathClass::Save (ChunkSaveClass &csave)
- {
- csave.Begin_Chunk (CHUNKID_VARIABLES);
-
- WaypathClass *this_ptr = this;
- WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
- WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
- WRITE_MICRO_CHUNK (csave, VARID_ID, m_ID);
- //
- // Write out each waypoint pointer so we can remap them
- // on load.
- //
- for (int index = 0; index < m_Waypoints.Count (); index ++) {
- WaypointClass *waypoint = m_Waypoints[index];
- WRITE_MICRO_CHUNK (csave, VARID_WAYPOINT_PTR, waypoint);
- }
- csave.End_Chunk ();
- return true;
- }
- /////////////////////////////////////////////////////////////////
- //
- // Load
- //
- /////////////////////////////////////////////////////////////////
- bool
- WaypathClass::Load (ChunkLoadClass &cload)
- {
- while (cload.Open_Chunk ()) {
- switch (cload.Cur_Chunk_ID ()) {
-
- case CHUNKID_VARIABLES:
- Load_Variables (cload);
- break;
- }
- cload.Close_Chunk ();
- }
- SaveLoadSystemClass::Register_Post_Load_Callback (this);
- return true;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Load_Variables
- //
- ///////////////////////////////////////////////////////////////////////
- bool
- WaypathClass::Load_Variables (ChunkLoadClass &cload)
- {
- //
- // Loop through all the microchunks that define the variables
- //
- while (cload.Open_Micro_Chunk ()) {
- switch (cload.Cur_Micro_Chunk_ID ()) {
- READ_MICRO_CHUNK (cload, VARID_FLAGS, m_Flags);
- READ_MICRO_CHUNK (cload, VARID_ID, m_ID);
- case VARID_WAYPOINT_PTR:
- {
- //
- // Read the old waypoint ptr from the chunk and add it to our
- // list. We will remap it later.
- //
- WaypointClass *waypoint = NULL;
- cload.Read (&waypoint, sizeof (waypoint));
- m_Waypoints.Add (waypoint);
- }
- break;
- case VARID_OLD_PTR:
- {
- //
- // Read the old pointer from the chunk and submit it
- // to the remapping system.
- //
- WaypathClass *old_ptr = NULL;
- cload.Read (&old_ptr, sizeof (old_ptr));
- SaveLoadSystemClass::Register_Pointer (old_ptr, this);
- }
- break;
- }
- cload.Close_Micro_Chunk ();
- }
- //
- // Register each of the pointers in our waypoint list for remapping
- //
- for (int index = 0; index < m_Waypoints.Count (); index ++) {
- REQUEST_POINTER_REMAP ((void **)&m_Waypoints[index]);
- }
- return true;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // On_Post_Load
- //
- ///////////////////////////////////////////////////////////////////////
- void
- WaypathClass::On_Post_Load (void)
- {
- //
- // Add a reference count to each of the waypoints
- //
- /*for (int index = 0; index < m_Waypoints.Count (); index ++) {
- WaypointClass *waypoint = m_Waypoints[index];
- waypoint->Add_Ref ();
- }*/
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Free
- //
- ///////////////////////////////////////////////////////////////////////
- void
- WaypathClass::Free (void)
- {
- //
- // Release our hold on each of the waypoints
- //
- for (int index = 0; index < m_Waypoints.Count (); index ++) {
- WaypointClass *waypoint = m_Waypoints[index];
- REF_PTR_RELEASE (waypoint);
- }
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Add_Point
- //
- ///////////////////////////////////////////////////////////////////////
- void
- WaypathClass::Add_Point (const WaypointClass &point)
- {
- //
- // Allocate a copy of the given waypoint and add it to
- // our waypoint list.
- //
- WaypointClass *new_waypoint = new WaypointClass (point);
- m_Waypoints.Add (new_waypoint);
- return ;
- }
- ///////////////////////////////////////////////////////////////////////
- //
- // Add_Point
- //
- ///////////////////////////////////////////////////////////////////////
- void
- WaypathClass::Add_Point (const Vector3 &point)
- {
- //
- // Allocate a copy of the given waypoint and add it to
- // our waypoint list.
- //
- WaypointClass *new_waypoint = new WaypointClass (point);
- m_Waypoints.Add (new_waypoint);
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Set_Flag
- //
- //////////////////////////////////////////////////////////////////////////////
- void
- WaypathClass::Set_Flag (int flag, bool onoff)
- {
- m_Flags &= ~flag;
- if (onoff) {
- m_Flags |= flag;
- }
- return ;
- }
- //////////////////////////////////////////////////////////////////////////////
- //
- // Evaluate_Position
- //
- //////////////////////////////////////////////////////////////////////////////
- bool
- WaypathClass::Evaluate_Position (const WaypathPositionClass &pos, Vector3 *position)
- {
- bool retval = false;
- //
- // Check to ensure this is the right waypath
- //
- if (pos.Get_Waypath_ID () == m_ID) {
-
- //
- // Lookup the start point of the segment
- //
- int index = pos.Get_Waypoint_Index ();
- WaypointClass *seg_pt1 = Get_Point (index);
- if (seg_pt1 != NULL) {
- //
- // Get the world-space position of the start point of the segment
- //
- const Vector3 &pt1 = seg_pt1->Get_Position ();
-
- //
- // Do a quick check to see if we should just return the
- // start point
- //
- if (pos.Get_Percent () == 0) {
- (*position) = pt1;
- retval = true;
- } else {
- //
- // Lookup the end point of the segment
- //
- WaypointClass *seg_pt2 = Get_Point (index + 1);
- if (seg_pt2 != NULL) {
-
- //
- // Get the world-space position of the end point of the segment
- //
- const Vector3 &pt2 = seg_pt2->Get_Position ();
- //
- // Evaluate the line segment at the given percent
- //
- (*position) = pt1 + (pt2 - pt1) * pos.Get_Percent ();
- retval = true;
- }
- }
- }
- }
-
- return retval;
- }
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