/* ** 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 . */ /*********************************************************************************************** *** 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/CoverSpotNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 7/25/01 4:26p $* * * * $Revision:: 11 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __COVERSPOT_NODE_H #define __COVERSPOT_NODE_H #include "node.h" #include "vector.h" #include "icons.h" #include "decophys.h" #include "editorphys.h" #include "segline.h" #include "editorline.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; class CoverAttackPointNodeClass; class CoverEntryClass; //////////////////////////////////////////////////////////////////////////// // // CoverSpotNodeClass // //////////////////////////////////////////////////////////////////////////// class CoverSpotNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// CoverSpotNodeClass (PresetClass *preset = NULL); CoverSpotNodeClass (const CoverSpotNodeClass &src); ~CoverSpotNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const CoverSpotNodeClass &operator= (const CoverSpotNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // CoverSpotNodeClass specific // CoverAttackPointNodeClass *Add_Attack_Point (const Matrix3D &tm); void Remove_Attack_Point (CoverAttackPointNodeClass *attack_point); bool Requires_Crouch (void) const { return m_RequiresCrouch; } void Set_Requires_Crouch (bool onoff) { m_RequiresCrouch = onoff; } void Update_Lines (void); // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; void On_Post_Load (void); // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new CoverSpotNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_COVER_SPOT; } int Get_Icon_Index (void) const { return OBJECT_ICON; } PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; } PhysClass * Peek_Collision_Obj (void) const; bool Is_Static (void) const { return false; } bool Show_Settings_Dialog (void); bool Can_Be_Rotated_Freely (void) const { return true; } void Add_To_Scene (void); void Remove_From_Scene (void); void Hide (bool hide); NodeClass * Add_Child_Node (const Matrix3D &tm); bool Can_Add_Child_Nodes (void) const { return true; } int Get_Sub_Node_Count (void) const { return m_AttackPointNodes.Count (); } NodeClass * Get_Sub_Node (int index); // // 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); void Free_Attack_Points (void); ////////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////////// DecorationPhysClass * m_PhysObj; DynamicVectorClass m_AttackPointNodes; DynamicVectorClass m_AttackPointLines; DynamicVectorClass m_AttackPointLoadList; bool m_RequiresCrouch; CoverEntryClass * m_GameCoverSpot; static PhysClass * _TheCollisionObj; static int _InstanceCount; }; ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void CoverSpotNodeClass::On_Rotate (void) { Update_Lines (); NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void CoverSpotNodeClass::On_Translate (void) { Update_Lines (); NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void CoverSpotNodeClass::On_Transform (void) { Update_Lines (); NodeClass::On_Transform (); return ; } #endif //__COVERSPOT_NODE_H