/* ** 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/BuildingNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 5/11/01 9:04a $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __BUILDING_NODE_H #define __BUILDING_NODE_H #include "objectnode.h" #include "vector.h" #include "icons.h" #include "decophys.h" #include "building.h" #include "editorline.h" //////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////// class PresetClass; class BuildingChildNodeClass; //////////////////////////////////////////////////////////////////////////// // // BuildingNodeClass // //////////////////////////////////////////////////////////////////////////// class BuildingNodeClass : public ObjectNodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// BuildingNodeClass (PresetClass *preset = NULL); BuildingNodeClass (const BuildingNodeClass &src); ~BuildingNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const BuildingNodeClass &operator= (const BuildingNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // From PersistClass virtual const PersistFactoryClass & Get_Factory (void) const; // From NodeClass void Initialize (void); NodeClass * Clone (void) { return new BuildingNodeClass (*this); } NODE_TYPE Get_Type (void) const { return NODE_TYPE_BUILDING; } int Get_Icon_Index (void) const { return BUILDING_ICON; } PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; } bool Is_Static (void) const { return false; } bool Can_Be_Rotated_Freely (void) const { return true; } void On_Rotate (void); void On_Translate (void); void On_Transform (void); void Add_To_Scene (void); void Remove_From_Scene (void); void Hide (bool hide); NodeClass * Add_Child_Node (const Matrix3D &tm); bool Can_Add_Child_Nodes (void) const; int Get_Sub_Node_Count (void) const { return m_ChildNodes.Count (); } NodeClass * Get_Sub_Node (int index); // // Export methods // void Pre_Export (void); void Post_Export (void); // // From PersistClass // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); // // Building specific // void Enable_Power (bool onoff); bool Is_Power_Enabled (void) const; void Set_Normalized_Health (float health); void Remove_Child_Node (NodeClass *child_node); void Update_Lines (void); protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// bool Load_Variables (ChunkLoadClass &cload); void Free_Child_Nodes (void); BuildingGameObj * Get_Building (void) const { return reinterpret_cast (m_GameObj); } ////////////////////////////////////////////////////////////////// // Protected member data ////////////////////////////////////////////////////////////////// DecorationPhysClass * m_PhysObj; DynamicVectorClass m_ChildNodes; DynamicVectorClass m_ChildLines; }; ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void BuildingNodeClass::On_Rotate (void) { if (m_GameObj != NULL) { ((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ()); } Update_Lines (); NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void BuildingNodeClass::On_Translate (void) { if (m_GameObj != NULL) { ((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ()); } Update_Lines (); NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void BuildingNodeClass::On_Transform (void) { if (m_GameObj != NULL) { ((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ()); } Update_Lines (); NodeClass::On_Transform (); return ; } ////////////////////////////////////////////////////////////////// // Enable_Power ////////////////////////////////////////////////////////////////// inline void BuildingNodeClass::Enable_Power (bool onoff) { if (m_GameObj != NULL) { ((BuildingGameObj *)m_GameObj)->Enable_Power (onoff); } return ; } ////////////////////////////////////////////////////////////////// // Is_Power_Enabled ////////////////////////////////////////////////////////////////// inline bool BuildingNodeClass::Is_Power_Enabled (void) const { bool retval = false; if (m_GameObj != NULL) { retval = ((BuildingGameObj *)m_GameObj)->Is_Power_Enabled (); } return retval; } ////////////////////////////////////////////////////////////////// // Set_Normalized_Health ////////////////////////////////////////////////////////////////// inline void BuildingNodeClass::Set_Normalized_Health (float health) { if (m_GameObj != NULL) { ((BuildingGameObj *)m_GameObj)->Set_Normalized_Health (health); } return ; } #endif //__BUILDING_NODE_H