228 lines
6.9 KiB
C
228 lines
6.9 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/DamageZoneNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/09/00 1:10p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __DAMAGE_ZONE_NODE_H
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#define __DAMAGE_ZONE_NODE_H
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#include "objectnode.h"
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#include "icons.h"
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#include "spawn.h"
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#include "grabhandles.h"
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////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////////////////
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class PresetClass;
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class DamageZoneGameObj;
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////////////////////////////////////////////////////////////////////////////
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//
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// DamageZoneNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class DamageZoneNodeClass : public NodeClass
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{
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public:
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//////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////
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DamageZoneNodeClass (PresetClass *preset = NULL);
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DamageZoneNodeClass (const DamageZoneNodeClass &src);
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~DamageZoneNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const DamageZoneNodeClass &operator= (const DamageZoneNodeClass &src);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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//
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// From PersistClass
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//
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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// From NodeClass
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NodeClass * Clone (void) { return new DamageZoneNodeClass (*this); }
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void Initialize (void);
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_DAMAGE_ZONE; }
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int Get_Icon_Index (void) const { return ZONE_ICON; }
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PhysClass * Peek_Physics_Obj (void) const;
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bool Is_Static (void) const { return false; }
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void Hide (bool hide);
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//
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// Scene methods
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//
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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//
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// Notifications
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//
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void On_Rotate (void);
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void On_Translate (void);
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void On_Transform (void);
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//
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// Export methods
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//
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void Pre_Export (void);
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void Post_Export (void);
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//
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// Zone edit methods
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//
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void On_Vertex_Drag_Begin (int vertex_index);
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void On_Vertex_Drag (int vertex_index, POINT point);
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//
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// DamageZoneNodeClass specific
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//
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Box3DClass * Get_Box (void);
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//DamageZoneGameObj * Get_Zone_Obj (void) const { return DamageZoneGameObj; }
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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void Update_Game_Obj (void);
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void Create_Game_Obj (void);
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void Destroy_Game_Obj (void);
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private:
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//////////////////////////////////////////////////////////////////
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// Private member data
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//////////////////////////////////////////////////////////////////
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Box3DPhysClass * m_PhysObj;
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DamageZoneGameObj * m_GameObj;
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GrabHandlesClass m_GrabHandles;
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Vector3 m_FirstPoint;
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Vector3 m_CachedSize;
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};
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//////////////////////////////////////////////////////////////////
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// Peek_Physics_Obj
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//////////////////////////////////////////////////////////////////
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inline PhysClass *
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DamageZoneNodeClass::Peek_Physics_Obj (void) const
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{
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return m_PhysObj;
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}
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//////////////////////////////////////////////////////////////////
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// On_Rotate
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//////////////////////////////////////////////////////////////////
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inline void
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DamageZoneNodeClass::On_Rotate (void)
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{
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if (m_IsInScene) {
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m_GrabHandles.Position_Around_Node (this);
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}
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Update_Game_Obj ();
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NodeClass::On_Rotate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Translate
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//////////////////////////////////////////////////////////////////
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inline void
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DamageZoneNodeClass::On_Translate (void)
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{
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if (m_IsInScene) {
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m_GrabHandles.Position_Around_Node (this);
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}
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Update_Game_Obj ();
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NodeClass::On_Translate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Transform
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//////////////////////////////////////////////////////////////////
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inline void
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DamageZoneNodeClass::On_Transform (void)
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{
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if (m_IsInScene) {
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m_GrabHandles.Position_Around_Node (this);
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}
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Update_Game_Obj ();
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NodeClass::On_Transform ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Box
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//////////////////////////////////////////////////////////////////
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inline Box3DClass *
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DamageZoneNodeClass::Get_Box (void)
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{
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Box3DClass *box = NULL;
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if (m_PhysObj != NULL) {
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box = m_PhysObj->Get_Box ();
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}
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return box;
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}
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#endif //__DAMAGE_ZONE_NODE_H
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