/*
** 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/WaypathNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/11/01 8:59a $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __WAYPATH_NODE_H
#define __WAYPATH_NODE_H
#include "node.h"
#include "vector.h"
#include "vector3.h"
#include "icons.h"
#include "decophys.h"
#include "waypointnode.h"
#include "waypath.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
class SegmentedLineClass;
class WaypathClass;
////////////////////////////////////////////////////////////////////////////
//
// WaypathNodeClass
//
////////////////////////////////////////////////////////////////////////////
class WaypathNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
WaypathNodeClass (PresetClass *preset = NULL);
WaypathNodeClass (const WaypathNodeClass &src);
~WaypathNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const WaypathNodeClass &operator= (const WaypathNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
const PersistFactoryClass & Get_Factory (void) const;
void On_Post_Load (void);
//
// RTTI
//
WaypathNodeClass *As_WaypathNodeClass (void) { return this; }
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new WaypathNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_WAYPATH; }
int Get_Icon_Index (void) const { return WAYPATH_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void);
bool Can_Be_Rotated_Freely (void) const { return true; }
void Set_Transform (const Matrix3D &tm);
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Hide (bool hide);
void On_Delete (void);
void On_Restore (void);
int Get_Sub_Node_Count (void) const { return Get_Point_Count (); }
NodeClass * Get_Sub_Node (int index) { return m_PointList[index]; }
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
// From PersistClass
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// WaypathNodeClass specific
//
int Add_Point (const Vector3 &point);
void Insert_Point (int index, const Vector3 &point);
void Delete_Point (int index);
int Find_Index (WaypointNodeClass *waypoint);
void On_Point_Moved (int index, const Vector3 &new_pos);
int Get_Point_Count (void) const;
void Get_Point (int index, Vector3 &point);
void Get_Point (int index, WaypointNodeClass **waypoint);
void Update_Line (void);
void Set_Flags (int flags);
void Set_Flag (int flag, bool onoff);
bool Get_Flag (int flag);
//////////////////////////////////////////////////////////////////
// Public flags
//////////////////////////////////////////////////////////////////
typedef enum
{
FLAG_TWO_WAY = WaypathClass::FLAG_TWO_WAY,
FLAG_LOOPING = WaypathClass::FLAG_LOOPING,
FLAG_HUMAN = WaypathClass::FLAG_HUMAN,
FLAG_GROUND_VEHICLE = WaypathClass::FLAG_GROUND_VEHICLE,
FLAG_FLYING_VEHICLE = WaypathClass::FLAG_FLYING_VEHICLE,
FLAG_INNATE_PATHFIND = WaypathClass::FLAG_INNATE_PATHFIND
} FLAGS;
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
//
// Save/load methods
//
bool Load_Variables (ChunkLoadClass &cload);
//
// Misc utility methods
//
void Free_Waypoints (void);
SegmentedLineClass * Peek_Line (void);
WaypointNodeClass * Create_Waypoint (const Vector3 &point);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * m_PhysObj;
DynamicVectorClass m_PointList;
int m_Flags;
WaypathClass * m_RuntimeWaypath;
bool m_HasLoadCompleted;
DynamicVectorClass m_OldStylePointList;
};
//////////////////////////////////////////////////////////////////
// Get_Point_Count
//////////////////////////////////////////////////////////////////
inline int
WaypathNodeClass::Get_Point_Count (void) const
{
return m_PointList.Count ();
}
//////////////////////////////////////////////////////////////////
// Get_Point
//////////////////////////////////////////////////////////////////
inline void
WaypathNodeClass::Get_Point (int index, Vector3 &point)
{
if (index >= 0 && index < m_PointList.Count ()) {
point = m_PointList[index]->Get_Position ();
}
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Point
//////////////////////////////////////////////////////////////////
inline void
WaypathNodeClass::Get_Point (int index, WaypointNodeClass **waypoint)
{
if (index >= 0 && index < m_PointList.Count ()) {
(*waypoint) = m_PointList[index];
}
return ;
}
#endif //__WAYPATH_NODE_H