/* ** 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/ObjectNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 2/08/01 10:30a $* * * * $Revision:: 13 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __OBJECT_NODE_H #define __OBJECT_NODE_H #include "node.h" #include "icons.h" #include "physicalgameobj.h" #include "listtypes.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; //////////////////////////////////////////////////////////////////////////// // // ObjectNodeClass // //////////////////////////////////////////////////////////////////////////// class ObjectNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// ObjectNodeClass (PresetClass *preset = NULL); ObjectNodeClass (const ObjectNodeClass &src); ~ObjectNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const ObjectNodeClass &operator= (const ObjectNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; // // RTTI // ObjectNodeClass * As_ObjectNodeClass (void) { return this; } // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new ObjectNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_OBJECT; } int Get_Icon_Index (void) const { return OBJECT_ICON; } PhysClass * Peek_Physics_Obj (void) const; bool Is_Static (void) const { return false; } bool Show_Settings_Dialog (void); void Add_To_Scene (void); void Remove_From_Scene (void); void Set_ID (uint32 id); // // From PersistClass // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); // // ObjectNode specific // void Copy_Scripts (const ObjectNodeClass &src); SCRIPT_LIST & Get_Scripts (void) { return m_Scripts; } PhysicalGameObj * Peek_Game_Obj (void) const; protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// void Create_Game_Obj (void); void Destroy_Game_Obj (void); void Free_Scripts (void); void Assign_Scripts (void); ////////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////////// ScriptableGameObj * m_GameObj; SCRIPT_LIST m_Scripts; }; ////////////////////////////////////////////////////////////////// // Peek_Game_Obj ////////////////////////////////////////////////////////////////// inline PhysicalGameObj * ObjectNodeClass::Peek_Game_Obj (void) const { PhysicalGameObj *game_obj = NULL; if (m_GameObj != NULL) { game_obj = m_GameObj->As_PhysicalGameObj (); } return game_obj; } ////////////////////////////////////////////////////////////////// // Peek_Physics_Obj ////////////////////////////////////////////////////////////////// inline PhysClass * ObjectNodeClass::Peek_Physics_Obj (void) const { PhysClass *phys_obj = NULL; // // If our game object has a phys object, then return it to the caller. // PhysicalGameObj *phys_game_obj = Peek_Game_Obj (); if (phys_game_obj != NULL) { phys_obj = phys_game_obj->Peek_Physical_Object (); } return phys_obj; } #endif //__OBJECT_NODE_H