Files
fs2open.github.com/code/jumpnode/jumpnode.cpp
T
Goober5000 1832fa0397 fix a FRED2 crash
Fix a crash caused in part by some missing UI calls in FRED2 and in part by subtle object life cycle issues.  Depending on whether FRED receives the focus during mission load (which can happen if the autosave dialog appears) it could access props that were in the process of being cleaned up but were still referenced.  This isn't specifically a props issue; it could happen to any FSO object stored in a SCP_vector, since the vector can be cleared.

The quick mission init is to prevent a whole bunch of unnecessary and risky processing during a transient loading state, but it has the nice side effect of making mission list loading noticeably faster.
2026-02-19 00:29:53 -05:00

568 lines
12 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "hud/hud.h"
#include "jumpnode/jumpnode.h"
#include "model/model.h"
#include "model/modelrender.h"
SCP_list<CJumpNode> Jump_nodes;
/**
* Constructor for CJumpNode class, default
*/
CJumpNode::CJumpNode()
{
gr_init_alphacolor(&m_display_color, 0, 255, 0, 255);
m_name[0] = '\0';
m_display[0] = '\0';
m_pos.xyz.x = 0.0f;
m_pos.xyz.y = 0.0f;
m_pos.xyz.z = 0.0f;
}
/**
* Constructor for CJumpNode class, with world position argument
*/
CJumpNode::CJumpNode(const vec3d* position)
{
Assert(position != NULL);
gr_init_alphacolor(&m_display_color, 0, 255, 0, 255);
// Set m_name and m_display
sprintf(m_name, XSTR( "Jump Node %d", 632), Jump_nodes.size());
m_display[0] = '\0';
// Set m_modelnum and m_radius
m_modelnum = model_load(NOX(JN_DEFAULT_MODEL), nullptr, ErrorType::WARNING);
if (m_modelnum == -1) {
Warning(LOCATION, "Could not load default model for %s", m_name);
} else {
m_radius = model_get_radius(m_modelnum);
}
m_pos.xyz.x = position->xyz.x;
m_pos.xyz.y = position->xyz.y;
m_pos.xyz.z = position->xyz.z;
// Create the object
flagset<Object::Object_Flags> default_flags;
default_flags.set(Object::Object_Flags::Renders);
m_objnum = obj_create(OBJ_JUMP_NODE, -1, -1, NULL, &m_pos, m_radius, default_flags);
if (m_modelnum >= 0) {
// set up animation in case of instrinsic_rotate
polymodel* pm = model_get(m_modelnum);
if (pm->flags & PM_FLAG_HAS_INTRINSIC_MOTION) {
m_polymodel_instance_num = model_create_instance(m_objnum, m_modelnum);
}
}
}
CJumpNode::CJumpNode(CJumpNode&& other) noexcept
: m_radius(other.m_radius), m_modelnum(other.m_modelnum), m_objnum(other.m_objnum), m_polymodel_instance_num(other.m_polymodel_instance_num), m_flags(other.m_flags)
{
other.m_radius = 0.0f;
other.m_modelnum = -1;
other.m_objnum = -1;
other.m_polymodel_instance_num = -1;
other.m_flags = 0;
m_display_color = other.m_display_color;
m_pos = other.m_pos;
strcpy_s(m_name, other.m_name);
strcpy_s(m_display, other.m_display);
}
CJumpNode& CJumpNode::operator=(CJumpNode&& other) noexcept
{
if (this != &other)
{
m_radius = other.m_radius;
m_modelnum = other.m_modelnum;
m_objnum = other.m_objnum;
m_flags = other.m_flags;
m_polymodel_instance_num = other.m_polymodel_instance_num;
other.m_radius = 0.0f;
other.m_modelnum = -1;
other.m_objnum = -1;
other.m_flags = 0;
other.m_polymodel_instance_num = -1;
m_display_color = other.m_display_color;
m_pos = other.m_pos;
strcpy_s(m_name, other.m_name);
strcpy_s(m_display, other.m_display);
}
return *this;
}
/**
* Destructor for CJumpNode class
*/
CJumpNode::~CJumpNode()
{
if (m_modelnum >= 0)
{
model_unload(m_modelnum);
}
if (m_objnum >= 0 && Objects[m_objnum].type != OBJ_NONE)
{
obj_delete(m_objnum);
}
}
// Accessor functions for private variables
/**
* @return Name of jump node
*/
const char *CJumpNode::GetName() const
{
return m_name;
}
/**
* @return Display Name of jump node
*/
const char* CJumpNode::GetDisplayName() const
{
if (HasDisplayName())
return m_display;
else
return m_name;
}
/**
* @return Handle to model
*/
int CJumpNode::GetModelNumber() const
{
return m_modelnum;
}
/**
* @return Index into Objects[]
*/
int CJumpNode::GetSCPObjectNumber() const
{
return m_objnum;
}
/**
* @return Object
*/
const object *CJumpNode::GetSCPObject() const
{
Assert(m_objnum != -1);
return &Objects[m_objnum];
}
/**
* @return Color of jump node when rendered
*/
const color &CJumpNode::GetColor() const
{
return m_display_color;
}
/**
* @return World position of jump node
*/
const vec3d *CJumpNode::GetPosition() const
{
return &m_pos;
}
/*
* @return Polymodel Instance Index
*/
int CJumpNode::GetPolymodelInstanceNum() const
{
return m_polymodel_instance_num;
}
// Settor functions for private variables
/**
* Set jump node alpha and color
*
* @param r Red component
* @param g Green component
* @param b Blue component
* @param alpha Alpha component
*/
void CJumpNode::SetAlphaColor(int r, int g, int b, int alpha)
{
CLAMP(r, 0, 255);
CLAMP(g, 0, 255);
CLAMP(b, 0, 255);
CLAMP(alpha, 0, 255);
// see whether this is actually the default color
// (which actually means to use the HUD color rather than this exact color;
// it might be useful to change this design in the future, but beware of
// FRED calling this function in the background)
if (r == 0 && g == 255 && b == 0 && alpha == 255)
m_flags &= ~JN_USE_DISPLAY_COLOR;
else
m_flags |= JN_USE_DISPLAY_COLOR;
gr_init_alphacolor(&m_display_color, r, g, b, alpha);
}
/**
* Set jump node model to render
*
* @param model_name Name of model file to load
* @param show_polys Whether to render wireframe or not
*/
void CJumpNode::SetModel(const char *model_name, bool show_polys)
{
Assert(model_name != NULL);
//Try to load the new model; if we can't, then we can't set it
int new_model = model_load(model_name, nullptr, ErrorType::WARNING);
if(new_model == -1)
{
Warning(LOCATION, "Couldn't load model file %s for jump node %s", model_name, m_name);
return;
}
//If there's an old model, unload it
if(m_modelnum != -1)
model_unload(m_modelnum);
//Now actually set stuff
m_modelnum = new_model;
m_flags |= JN_SPECIAL_MODEL;
m_radius = model_get_radius(m_modelnum);
//Do we want to change poly showing?
if(show_polys)
m_flags |= JN_SHOW_POLYS;
else
m_flags &= ~JN_SHOW_POLYS;
}
/**
* Set jump node name
*
* @param new_name New name to set
*/
void CJumpNode::SetName(const char *new_name)
{
Assert(new_name != NULL);
#ifndef NDEBUG
auto check = jumpnode_get_by_name(new_name);
Assertion((check == this || !check), "Jumpnode %s is being renamed to %s, but a jump node with that name already exists in the mission!\n", m_name, new_name);
#endif
strcpy_s(m_name, new_name);
// if this name has a hash, create a default display name
if (get_pointer_to_first_hash_symbol(new_name))
{
strcpy_s(m_display, new_name);
end_string_at_first_hash_symbol(m_display);
m_flags |= JN_HAS_DISPLAY_NAME;
}
else
{
*m_display = '\0';
m_flags &= ~JN_HAS_DISPLAY_NAME;
}
}
/**
* Set jump node display name
*
* @param new_display_name New name to set
*/
void CJumpNode::SetDisplayName(const char *new_display_name)
{
Assert(new_display_name != NULL);
// if display name matches the actual name, clear it
if (stricmp(new_display_name, m_name) == 0)
{
*m_display = '\0';
m_flags &= ~JN_HAS_DISPLAY_NAME;
}
else
{
strcpy_s(m_display, new_display_name);
m_flags |= JN_HAS_DISPLAY_NAME;
}
}
/**
* Set appearance, hidden or not
*
* @param enabled Visibility to set
*/
void CJumpNode::SetVisibility(bool enabled)
{
if(enabled)
{
m_flags&=~JN_HIDE;
}
else
{
// Untarget this node if it is already targeted
if ((Game_mode & GM_IN_MISSION) && Player_ai->target_objnum == m_objnum) {
Player_ai->target_objnum = -1;
}
m_flags|=JN_HIDE;
}
}
// Query functions
/**
* @return Is the jump node hidden when rendering?
*/
bool CJumpNode::IsHidden() const
{
if(m_flags & JN_HIDE)
return true;
else
return false;
}
/**
* @return Is the jump node colored any other color than default white?
*/
bool CJumpNode::IsColored() const
{
return ((m_flags & JN_USE_DISPLAY_COLOR) != 0);
}
/**
* @return Is the jump node model set differently from the default one?
*/
bool CJumpNode::IsSpecialModel() const
{
return ((m_flags & JN_SPECIAL_MODEL) != 0);
}
/**
* @return Does the jump node have a display name?
*/
bool CJumpNode::HasDisplayName() const
{
return ((m_flags & JN_HAS_DISPLAY_NAME) != 0);
}
/**
* Render jump node. Creates its own draw list to render
*
* @param pos World position
* @param view_pos Viewer's world position, can be NULL
*/
void CJumpNode::Render(const vec3d *pos, const vec3d *view_pos) const
{
model_draw_list scene;
Render(&scene, pos, view_pos);
scene.init_render();
scene.render_all();
scene.render_outlines();
gr_set_fill_mode(GR_FILL_MODE_SOLID);
gr_clear_states();
}
/**
* Render jump node
*
* @param scene A scene's draw list
* @param pos World position
* @param view_pos Viewer's world position, can be NULL
*/
void CJumpNode::Render(model_draw_list *scene, const vec3d *pos, const vec3d *view_pos) const
{
Assert(pos != NULL);
// Assert(view_pos != NULL); - view_pos can be NULL
if(m_flags & JN_HIDE)
return;
if(m_modelnum < 0)
return;
matrix node_orient = IDENTITY_MATRIX;
uint64_t mr_flags = MR_NO_LIGHTING | MR_NO_BATCH;
if(!(m_flags & JN_SHOW_POLYS)) {
mr_flags |= MR_NO_CULL | MR_NO_POLYS | MR_SHOW_OUTLINE | MR_SHOW_OUTLINE_HTL | MR_NO_TEXTURING;
}
model_render_params render_info;
render_info.set_object_number(m_objnum);
render_info.set_detail_level_lock(0);
render_info.set_flags(mr_flags);
if ( Fred_running ) {
render_info.set_color(m_display_color);
model_render_queue(&render_info, scene, m_modelnum, &node_orient, pos);
} else {
if (m_flags & JN_USE_DISPLAY_COLOR) {
//gr_set_color_fast(&m_display_color);
render_info.set_color(m_display_color);
}
else if ( view_pos != NULL) {
int alpha_index = HUD_color_alpha;
// generate alpha index based on distance to jump this
float dist;
dist = vm_vec_dist_quick(view_pos, pos);
// linearly interpolate alpha. At 1000m or less, full intensity. At 10000m or more 1/2 intensity.
if ( dist < 1000 ) {
alpha_index = HUD_COLOR_ALPHA_USER_MAX - 2;
} else if ( dist > 10000 ) {
alpha_index = HUD_COLOR_ALPHA_USER_MIN;
} else {
alpha_index = (int)std::lround( HUD_COLOR_ALPHA_USER_MAX - 2 + (dist-1000) * (HUD_COLOR_ALPHA_USER_MIN-HUD_COLOR_ALPHA_USER_MAX-2) / (9000));
if ( alpha_index < HUD_COLOR_ALPHA_USER_MIN ) {
alpha_index = HUD_COLOR_ALPHA_USER_MIN;
}
}
render_info.set_color(HUD_color_defaults[alpha_index]);
} else {
render_info.set_color(HUD_color_red, HUD_color_green, HUD_color_blue);
}
model_render_queue(&render_info, scene, m_modelnum, &node_orient, pos);
}
}
/**
* Get jump node by given name
*
* @param name Name of jump node
* @return Jump node object
*/
CJumpNode *jumpnode_get_by_name(const char* name)
{
Assert(name != NULL);
SCP_list<CJumpNode>::iterator jnp;
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(!stricmp(jnp->GetName(), name))
return &(*jnp);
}
return NULL;
}
/**
* Get jump node object by the object number
*
* @param objnum to search for
* @return Jump node object pointer
*/
CJumpNode *jumpnode_get_by_objnum(int objnum)
{
Assert(objnum > -1);
for (CJumpNode &jnp : Jump_nodes) {
if (jnp.GetSCPObjectNumber() == objnum)
return &(jnp);
}
return nullptr;
}
/**
* Get jump node object by the object pointer
*
* @param objp to search for
* @return Jump node object pointer
*/
CJumpNode *jumpnode_get_by_objp(const object *objp)
{
Assert(objp != nullptr);
for (CJumpNode &jnp : Jump_nodes) {
if (jnp.GetSCPObject() == objp)
return &(jnp);
}
return nullptr;
}
/**
* Given an object, returns which jump node it's inside (if any)
*
* @param objp Object
* @return Jump node object or NULL if not in one
*/
CJumpNode *jumpnode_get_which_in(const object *objp)
{
Assert(objp != NULL);
SCP_list<CJumpNode>::iterator jnp;
float radius, dist;
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
if(jnp->GetModelNumber() < 0)
continue;
radius = model_get_radius( jnp->GetModelNumber() );
dist = vm_vec_dist( &objp->pos, &jnp->GetSCPObject()->pos );
if ( dist <= radius ) {
return &(*jnp);
}
}
return NULL;
}
/**
* Render all function
*
* @note Only called by FRED
*/
void jumpnode_render_all()
{
SCP_list<CJumpNode>::iterator jnp;
for (jnp = Jump_nodes.begin(); jnp != Jump_nodes.end(); ++jnp) {
jnp->Render(&jnp->GetSCPObject()->pos);
}
}
/**
* Level cleanup
*/
void jumpnode_level_close()
{
// Clear all jump nodes. Note that this can happen either before or after objects are cleaned up.
Jump_nodes.clear();
}