229 lines
7.6 KiB
C
229 lines
7.6 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/WaypathNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/11/01 8:59a $*
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* *
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* $Revision:: 11 $*
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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 __WAYPATH_NODE_H
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#define __WAYPATH_NODE_H
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#include "node.h"
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#include "vector.h"
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#include "vector3.h"
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#include "icons.h"
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#include "decophys.h"
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#include "waypointnode.h"
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#include "waypath.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 SegmentedLineClass;
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class WaypathClass;
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////////////////////////////////////////////////////////////////////////////
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//
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// WaypathNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class WaypathNodeClass : 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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WaypathNodeClass (PresetClass *preset = NULL);
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WaypathNodeClass (const WaypathNodeClass &src);
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~WaypathNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const WaypathNodeClass &operator= (const WaypathNodeClass &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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const PersistFactoryClass & Get_Factory (void) const;
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void On_Post_Load (void);
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//
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// RTTI
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//
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WaypathNodeClass *As_WaypathNodeClass (void) { return this; }
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//
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// From NodeClass
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//
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void Initialize (void);
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NodeClass * Clone (void) { return new WaypathNodeClass (*this); }
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_WAYPATH; }
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int Get_Icon_Index (void) const { return WAYPATH_ICON; }
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PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
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bool Is_Static (void) const { return false; }
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bool Show_Settings_Dialog (void);
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bool Can_Be_Rotated_Freely (void) const { return true; }
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void Set_Transform (const Matrix3D &tm);
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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void Hide (bool hide);
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void On_Delete (void);
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void On_Restore (void);
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int Get_Sub_Node_Count (void) const { return Get_Point_Count (); }
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NodeClass * Get_Sub_Node (int index) { return m_PointList[index]; }
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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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// From PersistClass
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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//
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// WaypathNodeClass specific
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//
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int Add_Point (const Vector3 &point);
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void Insert_Point (int index, const Vector3 &point);
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void Delete_Point (int index);
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int Find_Index (WaypointNodeClass *waypoint);
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void On_Point_Moved (int index, const Vector3 &new_pos);
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int Get_Point_Count (void) const;
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void Get_Point (int index, Vector3 &point);
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void Get_Point (int index, WaypointNodeClass **waypoint);
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void Update_Line (void);
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void Set_Flags (int flags);
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void Set_Flag (int flag, bool onoff);
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bool Get_Flag (int flag);
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//////////////////////////////////////////////////////////////////
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// Public flags
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//////////////////////////////////////////////////////////////////
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typedef enum
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{
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FLAG_TWO_WAY = WaypathClass::FLAG_TWO_WAY,
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FLAG_LOOPING = WaypathClass::FLAG_LOOPING,
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FLAG_HUMAN = WaypathClass::FLAG_HUMAN,
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FLAG_GROUND_VEHICLE = WaypathClass::FLAG_GROUND_VEHICLE,
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FLAG_FLYING_VEHICLE = WaypathClass::FLAG_FLYING_VEHICLE,
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FLAG_INNATE_PATHFIND = WaypathClass::FLAG_INNATE_PATHFIND
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} FLAGS;
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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//
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// Save/load methods
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//
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bool Load_Variables (ChunkLoadClass &cload);
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//
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// Misc utility methods
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//
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void Free_Waypoints (void);
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SegmentedLineClass * Peek_Line (void);
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WaypointNodeClass * Create_Waypoint (const Vector3 &point);
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//////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////
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DecorationPhysClass * m_PhysObj;
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DynamicVectorClass<WaypointNodeClass *> m_PointList;
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int m_Flags;
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WaypathClass * m_RuntimeWaypath;
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bool m_HasLoadCompleted;
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DynamicVectorClass<WaypointNodeClass *> m_OldStylePointList;
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};
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//////////////////////////////////////////////////////////////////
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// Get_Point_Count
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//////////////////////////////////////////////////////////////////
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inline int
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WaypathNodeClass::Get_Point_Count (void) const
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{
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return m_PointList.Count ();
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}
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//////////////////////////////////////////////////////////////////
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// Get_Point
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//////////////////////////////////////////////////////////////////
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inline void
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WaypathNodeClass::Get_Point (int index, Vector3 &point)
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{
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if (index >= 0 && index < m_PointList.Count ()) {
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point = m_PointList[index]->Get_Position ();
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Get_Point
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//////////////////////////////////////////////////////////////////
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inline void
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WaypathNodeClass::Get_Point (int index, WaypointNodeClass **waypoint)
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{
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if (index >= 0 && index < m_PointList.Count ()) {
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(*waypoint) = m_PointList[index];
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}
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return ;
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}
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#endif //__WAYPATH_NODE_H
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