/* ** 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