/* ** 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/buildingchildnode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 2/23/01 7:00p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __BUILDINGCHILDNODE_H #define __BUILDINGCHILDNODE_H #include "node.h" #include "vector.h" #include "icons.h" #include "decophys.h" #include "buildingnode.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; //////////////////////////////////////////////////////////////////////////// // // BuildingChildNodeClass // //////////////////////////////////////////////////////////////////////////// class BuildingChildNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// BuildingChildNodeClass (PresetClass *preset = NULL); BuildingChildNodeClass (const BuildingChildNodeClass &src); ~BuildingChildNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const BuildingChildNodeClass &operator= (const BuildingChildNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // BuildingChildNodeClass specific // BuildingNodeClass * Peek_Building (void) const { return Building; } void Set_Building (BuildingNodeClass *node) { Building = node; } // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; // // From NodeClass // void Initialize (void); NodeClass * Clone (void) { return new BuildingChildNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_BUILDING_CHILD_NODE; } int Get_Icon_Index (void) const { return BUILDING_ICON; } PhysClass * Peek_Physics_Obj (void) const { return PhysObj; } bool Is_Static (void) const { return false; } bool Show_Settings_Dialog (void) { return true; } bool Can_Be_Rotated_Freely (void) const { return true; } void On_Delete (void); NodeClass * Get_Parent_Node (void) const { return Building; } // // 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; BuildingNodeClass * Building; }; ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void BuildingChildNodeClass::On_Rotate (void) { if (Building != NULL) { Building->Update_Lines (); } NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void BuildingChildNodeClass::On_Translate (void) { if (Building != NULL) { Building->Update_Lines (); } NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void BuildingChildNodeClass::On_Transform (void) { if (Building != NULL) { Building->Update_Lines (); } NodeClass::On_Transform (); return ; } #endif //__BUILDINGCHILDNODE_H