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CnC_Renegade/Code/Tools/LevelEdit/buildingchildnode.h

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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/Tools/LevelEdit/buildingchildnode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/23/01 7:00p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __BUILDINGCHILDNODE_H
#define __BUILDINGCHILDNODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "decophys.h"
#include "buildingnode.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// BuildingChildNodeClass
//
////////////////////////////////////////////////////////////////////////////
class BuildingChildNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
BuildingChildNodeClass (PresetClass *preset = NULL);
BuildingChildNodeClass (const BuildingChildNodeClass &src);
~BuildingChildNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const BuildingChildNodeClass &operator= (const BuildingChildNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// BuildingChildNodeClass specific
//
BuildingNodeClass * Peek_Building (void) const { return Building; }
void Set_Building (BuildingNodeClass *node) { Building = node; }
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new BuildingChildNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_BUILDING_CHILD_NODE; }
int Get_Icon_Index (void) const { return BUILDING_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return PhysObj; }
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void) { return true; }
bool Can_Be_Rotated_Freely (void) const { return true; }
void On_Delete (void);
NodeClass * Get_Parent_Node (void) const { return Building; }
//
// Notifications
//
void On_Rotate (void);
void On_Translate (void);
void On_Transform (void);
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
// From PersistClass
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
bool Load_Variables (ChunkLoadClass &cload);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * PhysObj;
BuildingNodeClass * Building;
};
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
BuildingChildNodeClass::On_Rotate (void)
{
if (Building != NULL) {
Building->Update_Lines ();
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
BuildingChildNodeClass::On_Translate (void)
{
if (Building != NULL) {
Building->Update_Lines ();
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
BuildingChildNodeClass::On_Transform (void)
{
if (Building != NULL) {
Building->Update_Lines ();
}
NodeClass::On_Transform ();
return ;
}
#endif //__BUILDINGCHILDNODE_H