/*
** 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/SpawnerNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/11/01 9:05a $*
* *
* $Revision:: 13 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __SPAWNER_NODE_H
#define __SPAWNER_NODE_H
#include "node.h"
#include "icons.h"
#include "spawn.h"
#include "editorline.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
class PhysClass;
class SpawnPointNodeClass;
////////////////////////////////////////////////////////////////////////////
//
// SpawnerNodeClass
//
////////////////////////////////////////////////////////////////////////////
class SpawnerNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
SpawnerNodeClass (PresetClass *preset = NULL);
SpawnerNodeClass (const SpawnerNodeClass &src);
~SpawnerNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const SpawnerNodeClass &operator= (const SpawnerNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
void On_Post_Load (void);
//
// From NodeClass
//
NodeClass * Clone (void) { return new SpawnerNodeClass (*this); }
void Initialize (void);
NODE_TYPE Get_Type (void) const { return NODE_TYPE_SPAWNER; }
int Get_Icon_Index (void) const { return OBJECT_ICON; }
PhysClass * Peek_Physics_Obj (void) const;
bool Is_Static (void) const { return false; }
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Set_ID (uint32 id);
NodeClass * Add_Child_Node (const Matrix3D &tm);
bool Can_Add_Child_Nodes (void) const { return true; }
bool Show_Settings_Dialog (void);
int Get_Sub_Node_Count (void) const { return m_SpawnPointNodes.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);
//
// Spawner specific
//
uint32 Get_Spawned_Definition_ID (void);
void Load_Assets (void);
RenderObjClass * Get_Spawned_Model (void);
SpawnPointNodeClass * Add_Spawn_Point (const Matrix3D &tm);
void Remove_Spawn_Point (SpawnPointNodeClass *spawn_point);
void Update_Lines (void);
void Copy_Scripts (const SpawnerNodeClass &src);
SCRIPT_LIST & Get_Scripts (void) { return m_Scripts; }
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
bool Load_Variables (ChunkLoadClass &cload);
void Create_Spawner_Obj (void);
void Free_Spawn_Points (void);
void Free_Scripts (void);
void Assign_Scripts (void);
private:
//////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////
PhysClass * m_PhysObj;
SpawnerClass * m_SpawnerObj;
DynamicVectorClass m_SpawnPointNodes;
DynamicVectorClass m_SpawnPointLines;
DynamicVectorClass m_SpawnPointLoadList;
SCRIPT_LIST m_Scripts;
};
//////////////////////////////////////////////////////////////////
// Peek_Physics_Obj
//////////////////////////////////////////////////////////////////
inline PhysClass *
SpawnerNodeClass::Peek_Physics_Obj (void) const
{
return m_PhysObj;
}
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
SpawnerNodeClass::On_Rotate (void)
{
Update_Lines ();
if (m_SpawnerObj != NULL) {
m_SpawnerObj->Set_TM (m_Transform);
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
SpawnerNodeClass::On_Translate (void)
{
Update_Lines ();
if (m_SpawnerObj != NULL) {
m_SpawnerObj->Set_TM (m_Transform);
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
SpawnerNodeClass::On_Transform (void)
{
Update_Lines ();
if (m_SpawnerObj != NULL) {
m_SpawnerObj->Set_TM (m_Transform);
}
NodeClass::On_Transform ();
return ;
}
#endif //__SPAWNER_NODE_H