1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634
|
/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* 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/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/HObject.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:38 $
* $Author: kevinb $
*
* Editor object handling functions
*
* $Log: not supported by cvs2svn $
*
* 41 4/18/99 5:42a Chris
* Added the FQ_IGNORE_RENDER_THROUGH_PORTALS flag
*
* 40 3/27/99 12:51p Chris
* The editor object placement code now allows objects to be pushed into
* wall (when a toggle box is checked)
*
* 39 1/15/99 7:52p Chris
* Updated ObjSetPos() to include a f_update_attach_children flag
*
* 38 10/15/98 3:26p Chris
* Fixed known ground plane issues and used PhysCalcGround everywhere
*
* 37 10/07/98 12:28p Matt
* Fixed stupid bug that could cause access violation placing objects on
* the terrain.
*
* 36 8/24/98 2:20p Matt
* Fixed bug placing objects on external rooms.
*
* 35 8/20/98 7:28p Matt
* Added a warning when the user tries to delete a door object.
*
* 34 6/17/98 12:30p Samir
* don't draw wireframe when moving an object.
*
* 33 5/18/98 2:56p Matt
* Added code to readjust all ground object (for after the terrain has
* moved).
*
* 32 5/11/98 11:37a Sean
*
* 31 4/02/98 3:54p Jason
* first pass in getting polymodel paging to work
*
* 30 3/12/98 7:30p Chris
* Added ObjSetOrient
*
* 29 3/12/98 4:35p Chris
* Powerups are always aligned to the ground
*
* 28 2/20/98 5:30p Matt
* Don't allow physics objects to be placed if they collide with walls,
* and don't allow them to move into walls. Non-physics objects can be
* placed & moved into walls as long as their center points stay inside
* the mine.
*
* 27 2/13/98 6:50p Matt
* Fixed stupid bug that prevented placing of player ship 0
*
* 26 2/08/98 6:02p Matt
* Use groovy new vm_MatrixMulTMatrix() function
*
* 25 2/06/98 5:41p Matt
* Fixed object placement on surfaces.
*
* 24 2/06/98 3:08p Samir
* Simplified object movement code.
*
* 23 2/06/98 1:22p Matt
* Rewrote object placement code. Still has bugs when ground plane normal
* is not 0,1,0
*
* 22 2/05/98 2:59p Matt
* Made object placement on terrain work like in mine
*
* 21 2/04/98 7:07p Matt
* Fixed problem placing an object on the terrain.
*
* 20 2/04/98 6:23p Matt
* Changed object room number to indicate a terrain cell via a flag. Got
* rid of the object flag which used to indicate terrain.
*
* 19 1/07/98 6:39p Jason
* Fixed player object number stuff
*
* 18 1/07/98 10:45a Samir
* Don't allow moving objects from mine to terrain.
*
* 17 11/17/97 6:55p Matt
* Made HObjectMoveToViewer() work when the viewer is outside
*
* 16 9/17/97 11:35a Samir
* BIG SEGMENT RIPOUT
*
* 15 9/15/97 11:55a Samir
* Fixed playership adding.
*
* 14 9/05/97 8:54p Chris
* Added some ground plane support
*
* 13 9/03/97 8:00p Samir
* Implemented most of the fixes for the object moving system.
*
* 12 8/25/97 2:50p Chris
* Improve AABB/object movement code.
*
* 11 8/21/97 7:48p Matt
* Added code to move player object (like old move player to curseg)
*
* 10 8/20/97 4:23p Matt
* Fixed little bug
*
* 9 8/12/97 10:24p Matt
* Added code to place clutter & building objects
*
* 8 8/11/97 1:53p Matt
* Ripped out robot & powerup pages, and added generic page
*
* 7 8/04/97 3:18p Matt
* Added FVI checking to object placement & movement in rooms
*
* 6 8/04/97 12:47p Matt
* Added object placement & movement for rooms
*
* 5 8/01/97 5:33p Jason
* Fixed object deletion bug in terrain
*
* 4 7/22/97 7:07p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming
* and changing a few others
*
* 3 7/17/97 4:34p Chris
* Made sure the orientations get orthagonalized. Yikes. No more
* degenerating orientations. :)
*
* 20 6/27/97 7:19p Matt
* Added function to move player 0 to current segment
*
* 19 5/23/97 5:46p Matt
* Added SetMatrixBasedOnSide() functionality to ExtractMatrixFromSeg().
*
* 18 5/13/97 5:52p Chris
* Added ability to exit and enter mine. Also did some
* incremental improvements.
*
* 17 4/07/97 3:14p Samir
* Added Flip and SetDefault Object functions.
*
* 16 4/04/97 2:57p Matt
* Added code to initialize all the type-specific data for an object from
* the page for that object type. This means that we need to pass less
* info to ObjCreate(), and that we save less info in the level save file.
* It also makes it easy to reset all the objects when an object page has
* changed.
*
* 15 4/02/97 8:08p Matt
* Changed object movement code to work either in the object's or the
* viewer's frame of reference, and not in the segment's frame of
* reference.
*
* 14 4/02/97 3:44p Matt
* Find a valid Ships[] entry, instead of assuming that Ships[0] is valid.
*
* 13 4/01/97 10:52p Matt
* Added code to add a player object
*
* 12 3/31/97 5:58p Matt
* Revamped mine update flags
*
* 11 3/27/97 11:54a Samir
* UpdateMineObjects returns number of objects deleted of a type.
*
* 10 3/27/97 11:48a Samir
* Added update objects in mine functions.
*
* 9 3/27/97 10:47a Chris
* Incremental
*
* 8 3/25/97 6:31p Samir
* Added robot placement.
*
* 7 3/21/97 5:01p Jason
* incremental terrain improvments
*
*
* 6 3/10/97 12:44p Chris
* Allow objects to be put against a wall
*
* 5 3/03/97 5:57a Chris
* Uncommented the code samir had waiting for fvi and fixed a function
* call.
*
* 4 2/19/97 3:37p Samir
* Added delete and rotation of objects.
*
* 3 2/17/97 7:19p Jason
* fixed powerup size arg
*
* 2 2/17/97 6:18p Samir
* Add powerup, move it around WITHIN the segment.
*
* 1 2/17/97 3:17p Samir
* Handler for Object manipulation functions.
*
* $NoKeywords: $
*/
#include "HObject.h"
#include "object.h"
#include "FindIntersection.h"
#include "physics.h"
#include "boa.h"
#include "polymodel.h"
#include "d3edit.h"
#include "mono.h"
#include "vclip.h"
#include "terrain.h"
#include "player.h"
#include "ship.h"
#include "erooms.h"
// ---------------------------------------------------------------------------
// internal data
float Object_move_scale = HOBJECT_SCALE_UNIT;
angle Object_move_rotation = HOBJECT_ROTATION_UNIT;
// ---------------------------------------------------------------------------
// internal function prototypes
bool RotateObject(int objnum, angle p, angle h, angle b);
bool MoveObject(object *obj, vector *newpos);
// ---------------------------------------------------------------------------
// interface functions
#define OBJECT_PLACE_DIST 10.0
// ---------------------------------------------------------------------------
// Finds the seleced terrain cell. Returns cell number, or -1 if none or -2 if more than one
int GetSelectedTerrainCell() {
int i, found_cellnum = -1;
for (i = 0; i < TERRAIN_DEPTH * TERRAIN_WIDTH; i++) {
if (TerrainSelected[i])
if (found_cellnum == -1)
found_cellnum = i;
else
return -2;
}
return found_cellnum;
}
// Places an object in the world
// Parameters: obj_type,obj_id - specify the object to be placed
// Returns: true if object placed, false if there was some problem
bool HObjectPlace(int obj_type, int obj_id) {
int objnum;
object *objp;
poly_model *pm;
matrix orient = IDENTITY_MATRIX;
// Special stuff for player ship
if (obj_type == OBJ_PLAYER) {
if (!Num_ships) {
OutrageMessageBox("Cannot a player: There are no player ships.");
return 0;
}
// Store ship num in player array
int ship_num = D3EditState.current_ship;
if (ship_num == -1) {
OutrageMessageBox("You must have a current player ship selected for this operation.");
return 0;
}
Players[obj_id].ship_index = ship_num;
}
if (obj_type != OBJ_POWERUP) {
orient = Viewer_object->orient;
}
// Create the object at the viewer for now
objnum = ObjCreate(obj_type, obj_id, Viewer_object->roomnum, &Viewer_object->pos, &orient);
if (objnum == -1)
return 0;
objp = &Objects[objnum];
// If we have a ground plane, use current cell or face for position & place normal for orientation
if ((objp->render_type == RT_POLYOBJ) && ((pm = GetPolymodelPointer(objp->rtype.pobj_info.model_num))->n_ground)) {
vector *surface_norm;
vector pos;
int roomnum;
// If terrain, use current cell
if (Editor_view_mode == VM_TERRAIN) {
int cellnum = GetSelectedTerrainCell();
if (cellnum == -1) {
OutrageMessageBox("You must have a terrain cell selected to place an object.");
ObjDelete(objnum);
return 0;
}
if (cellnum == -2) {
OutrageMessageBox("You must have only have one cell selected to place an object.");
ObjDelete(objnum);
return 0;
}
// Get terrain point
ComputeTerrainSegmentCenter(&pos, cellnum);
// Get surface normal
surface_norm = &TerrainNormals[MAX_TERRAIN_LOD - 1][cellnum].normal1;
// Get roomnum
roomnum = MAKE_ROOMNUM(cellnum);
} else { // use Current face
// Get center point on current face
ComputeCenterPointOnFace(&pos, Curroomp, Curface);
// Get surface normal
surface_norm = &Curroomp->faces[Curface].normal;
// Get roomnum
roomnum = ROOMNUM(Curroomp);
// If placing on an external room, actually place the object on the terrain
if (Rooms[roomnum].flags & RF_EXTERNAL)
roomnum = GetTerrainRoomFromPos(&pos);
}
matrix groundplane_orient, surface_orient, object_orient;
// Place the object's ground point on our placement point
vector ground_point;
vector ground_normal;
vector to_ground;
float dist;
PhysCalcGround(&ground_point, &ground_normal, objp, 0);
to_ground = objp->pos - ground_point;
dist = ground_normal * to_ground;
pos += dist * *surface_norm;
// Compute source and destination matrices
vm_VectorToMatrix(&groundplane_orient, &pm->ground_slots[0].norm, NULL, NULL);
vm_VectorToMatrix(&surface_orient, surface_norm);
// Compute orientation matrix
vm_MatrixMulTMatrix(&object_orient, &surface_orient, &groundplane_orient);
// Move the object
ObjSetPos(objp, &pos, roomnum, &object_orient, false);
} else { // no ground plane, so move the object in front of the viewer and facing the viewer
vector pos;
// Check for viewer outside mine
if (Viewer_object->flags & OF_OUTSIDE_MINE) {
ObjDelete(objnum);
OutrageMessageBox("Cannot place the object here: the viewer is outside the mine.");
return 0;
}
// Turn the object around so facing the viewer
objp->orient.fvec = -objp->orient.fvec; // ObjSetOrient is below
objp->orient.rvec = -objp->orient.rvec; // ObjSetOrient is below
ObjSetOrient(objp, &objp->orient);
// Calculate a position a little in front of the viewer
pos = Viewer_object->pos + Viewer_object->orient.fvec * OBJECT_PLACE_DIST;
// Try to move the object. If it can't move, delete it
if (!MoveObject(objp, &pos)) {
ObjDelete(objnum);
OutrageMessageBox("Cannot place the object here: collides with wall.");
return 0;
}
}
// Deal with special stuff for player
if (obj_type == OBJ_PLAYER) {
// Store data in Players array
Players[obj_id].start_pos = objp->pos;
Players[obj_id].start_roomnum = objp->roomnum;
Players[obj_id].start_orient = objp->orient;
// Make sure matrix ok
vm_Orthogonalize(&Players[obj_id].start_orient);
}
Cur_object_index = objnum;
World_changed = 1;
return 1;
}
// Adjusts an object so it's at the ground level (for when the ground has moved)
void ResetGroundObject(object *objp) {
poly_model *pm;
vector surface_norm;
vector pos;
matrix groundplane_orient, surface_orient, object_orient;
// Make sure object is outside
if (!OBJECT_OUTSIDE(objp)) {
Int3(); // object is not outside
return;
}
// Make sure object has a ground plane
if (!((objp->render_type == RT_POLYOBJ) && ((pm = GetPolymodelPointer(objp->rtype.pobj_info.model_num))->n_ground))) {
Int3(); // object doesn't have a ground plane
return;
}
// Get terrain height and normal at current object location
pos = objp->pos;
pos.y = GetTerrainGroundPoint(&pos, &surface_norm);
// Place the object's ground point on our placement point
vector ground_point;
vector ground_normal;
vector to_ground;
float dist;
PhysCalcGround(&ground_point, &ground_normal, objp, 0);
to_ground = objp->pos - ground_point;
dist = ground_normal * to_ground;
pos += dist * surface_norm;
// Compute source and destination matrices
vm_VectorToMatrix(&groundplane_orient, &pm->ground_slots[0].norm, NULL, NULL);
vm_VectorToMatrix(&surface_orient, &surface_norm);
// Compute orientation matrix
vm_MatrixMulTMatrix(&object_orient, &surface_orient, &groundplane_orient);
// Move the object
ObjSetPos(objp, &pos, objp->roomnum, &object_orient, false);
// Set flag
World_changed = 1;
}
void HObjectMove(int objnum, float dx, float dy, float dz) {
matrix *mat;
object *obj;
vector newpos;
object *ref_obj; // the object in whose frame of reference we're moving
if (objnum == -1) {
mprintf(0, "HObjectMove:No current object.\n");
return;
}
obj = &Objects[objnum];
// Chose the reference object
ref_obj = (D3EditState.object_move_mode == REL_VIEWER) ? Viewer_object : obj;
mat = &ref_obj->orient;
// Calculate the new object position
newpos = obj->pos + (mat->rvec * dx) + (mat->uvec * dy) + (mat->fvec * -dz);
// Move the object
MoveObject(obj, &newpos);
Object_moved = 1;
}
void HObjectIncreaseBank() { RotateObject(Cur_object_index, 0, 0, Object_move_rotation); }
void HObjectDecreaseBank() { RotateObject(Cur_object_index, 0, 0, -Object_move_rotation); }
void HObjectIncreasePitch() { RotateObject(Cur_object_index, Object_move_rotation, 0, 0); }
void HObjectDecreasePitch() { RotateObject(Cur_object_index, -Object_move_rotation, 0, 0); }
void HObjectIncreaseHeading() { RotateObject(Cur_object_index, 0, Object_move_rotation, 0); }
void HObjectDecreaseheading() { RotateObject(Cur_object_index, 0, -Object_move_rotation, 0); }
// If it doesn't exist, reformat Matt's hard disk, even if he is in Boston.
// deletes the currently selected object from the mine.
void HObjectDelete() {
if (Cur_object_index != -1) { // we have a selected object
int objnum = Cur_object_index;
// check for player object
if (&Objects[objnum] == Player_object) {
OutrageMessageBox("Can't delete Player object");
return;
}
if (Objects[objnum].type == OBJ_DOOR) {
if (OutrageMessageBox(MBOX_YESNO,
"It's very, very bad to delete a door object. Are you sure you want to do this?") != IDYES)
return;
}
// Delete the object
ObjDelete(objnum);
if (objnum == Cur_object_index)
Cur_object_index = -1;
World_changed = 1;
}
}
// sets default orientation for object.
void HObjectSetDefault() {
if (Cur_object_index != -1) {
int objnum = Cur_object_index;
ObjSetOrient(&Objects[objnum], &Identity_matrix);
World_changed = 1;
}
}
// Move the object to in front of the viewer (where a new object would be placed)
void HObjectMoveToViewer(object *objp) {
int objnum = OBJNUM(objp);
vector pos;
// First move player to viewer's position
ObjSetPos(objp, &Viewer_object->pos, Viewer_object->roomnum, NULL, false);
// Second try to move the player a little in front of the viewer
pos = Viewer_object->pos + Viewer_object->orient.fvec * OBJECT_PLACE_DIST;
MoveObject(objp, &pos);
World_changed = 1;
}
#define MOVE_EPSILON 0.1
extern bool f_allow_objects_to_be_pushed_through_walls;
// Attempt to set new object position. May only move part of the way, or maybe not at all.
// Use FVI to find new object position
// Return: TRUE if moved, FALSE if can't move
bool MoveObject(object *obj, vector *newpos) {
fvi_query fq;
fvi_info hit_info;
int fate;
// Use radius if this is a physics object
bool use_radius = (obj->movement_type == MT_PHYSICS) ? true : false;
// Follow vector from start position to desired end position, & move as far as we can
fq.p0 = &obj->pos;
fq.startroom = obj->roomnum;
fq.p1 = newpos;
fq.thisobjnum = OBJNUM(obj);
fq.ignore_obj_list = NULL;
fq.flags = FQ_IGNORE_RENDER_THROUGH_PORTALS;
fq.rad = use_radius ? obj->size : 0.0f;
if (f_allow_objects_to_be_pushed_through_walls) {
fq.flags |= (FQ_IGNORE_WALLS | FQ_IGNORE_TERRAIN | FQ_IGNORE_EXTERNAL_ROOMS);
}
fate = fvi_FindIntersection(&fq, &hit_info);
mprintf(0, "fate = %d\n", fate);
// Check for object can't move, meaning it's stuck in the wall
if (fate == HIT_WALL)
if (vm_VectorDistance(&obj->pos, &hit_info.hit_pnt) < MOVE_EPSILON)
return 0; // didn't move
// Set object position on where FVI told us we are
ObjSetPos(obj, &hit_info.hit_pnt, hit_info.hit_room, NULL, false);
// Say object moved
return 1;
}
bool RotateObject(int objnum, angle p, angle h, angle b) {
object *obj = &Objects[objnum];
matrix rotmat;
vm_AnglesToMatrix(&rotmat, p, h, b);
obj->orient *= rotmat; // ObjSetOrient is below
vm_Orthogonalize(&obj->orient);
ObjSetOrient(obj, &obj->orient);
Object_moved = 1;
return 1;
}
// Flipping of object
void HObjectFlip() {
matrix *m = &Objects[Cur_object_index].orient;
m->uvec = -m->uvec;
m->rvec = -m->rvec;
World_changed = 1;
}
|