/* ** 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/SpawnPointNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 2/23/01 9:58a $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __SPAWN_POINT_NODE_H #define __SPAWN_POINT_NODE_H #include "node.h" #include "vector.h" #include "icons.h" #include "decophys.h" #include "spawnernode.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; //////////////////////////////////////////////////////////////////////////// // // SpawnPointNodeClass // //////////////////////////////////////////////////////////////////////////// class SpawnPointNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// SpawnPointNodeClass (PresetClass *preset = NULL); SpawnPointNodeClass (const SpawnPointNodeClass &src); ~SpawnPointNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const SpawnPointNodeClass &operator= (const SpawnPointNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // SpawnPointNodeClass specific // SpawnerNodeClass * Peek_Spawner (void) const { return SpawnerNode; } void Set_Spawner (SpawnerNodeClass *spot) { SpawnerNode = spot; } // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new SpawnPointNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_SPAWN_POINT; } int Get_Icon_Index (void) const { return VIS_ICON; } PhysClass * Peek_Physics_Obj (void) const { return PhysObj; } bool Is_Static (void) const { return false; } bool Can_Be_Rotated_Freely (void) const { return true; } void On_Delete (void); NodeClass * Get_Parent_Node (void) const { return SpawnerNode; } // // 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; SpawnerNodeClass * SpawnerNode; static PhysClass * _TheCollisionObj; static int _InstanceCount; }; ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void SpawnPointNodeClass::On_Rotate (void) { if (SpawnerNode != NULL) { SpawnerNode->Update_Lines (); } NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void SpawnPointNodeClass::On_Translate (void) { if (SpawnerNode != NULL) { SpawnerNode->Update_Lines (); } NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void SpawnPointNodeClass::On_Transform (void) { if (SpawnerNode != NULL) { SpawnerNode->Update_Lines (); } NodeClass::On_Transform (); return ; } #endif //__SPAWN_POINT_NODE_H