241 lines
7.7 KiB
C++
241 lines
7.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/BuildingNode.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/11/01 9:04a $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __BUILDING_NODE_H
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#define __BUILDING_NODE_H
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#include "objectnode.h"
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#include "vector.h"
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#include "icons.h"
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#include "decophys.h"
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#include "building.h"
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#include "editorline.h"
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////////////////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////////////////
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class PresetClass;
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class BuildingChildNodeClass;
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////////////////////////////////////////////////////////////////////////////
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//
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// BuildingNodeClass
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//
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////////////////////////////////////////////////////////////////////////////
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class BuildingNodeClass : public ObjectNodeClass
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{
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public:
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//////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////////
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BuildingNodeClass (PresetClass *preset = NULL);
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BuildingNodeClass (const BuildingNodeClass &src);
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~BuildingNodeClass (void);
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//////////////////////////////////////////////////////////////
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// Public operators
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//////////////////////////////////////////////////////////////
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const BuildingNodeClass &operator= (const BuildingNodeClass &src);
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//////////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////////
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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// From NodeClass
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void Initialize (void);
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NodeClass * Clone (void) { return new BuildingNodeClass (*this); }
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NODE_TYPE Get_Type (void) const { return NODE_TYPE_BUILDING; }
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int Get_Icon_Index (void) const { return BUILDING_ICON; }
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PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
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bool Is_Static (void) const { return false; }
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bool Can_Be_Rotated_Freely (void) const { return true; }
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void On_Rotate (void);
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void On_Translate (void);
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void On_Transform (void);
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void Add_To_Scene (void);
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void Remove_From_Scene (void);
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void Hide (bool hide);
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NodeClass * Add_Child_Node (const Matrix3D &tm);
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bool Can_Add_Child_Nodes (void) const;
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int Get_Sub_Node_Count (void) const { return m_ChildNodes.Count (); }
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NodeClass * Get_Sub_Node (int index);
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//
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// Export methods
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//
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void Pre_Export (void);
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void Post_Export (void);
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//
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// From PersistClass
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//
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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//
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// Building specific
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//
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void Enable_Power (bool onoff);
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bool Is_Power_Enabled (void) const;
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void Set_Normalized_Health (float health);
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void Remove_Child_Node (NodeClass *child_node);
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void Update_Lines (void);
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protected:
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//////////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////////
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bool Load_Variables (ChunkLoadClass &cload);
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void Free_Child_Nodes (void);
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BuildingGameObj * Get_Building (void) const { return reinterpret_cast<BuildingGameObj *> (m_GameObj); }
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//////////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////////
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DecorationPhysClass * m_PhysObj;
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DynamicVectorClass<BuildingChildNodeClass *> m_ChildNodes;
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DynamicVectorClass<EditorLineClass *> m_ChildLines;
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};
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//////////////////////////////////////////////////////////////////
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// On_Rotate
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//////////////////////////////////////////////////////////////////
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inline void
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BuildingNodeClass::On_Rotate (void)
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{
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if (m_GameObj != NULL) {
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((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ());
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}
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Update_Lines ();
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NodeClass::On_Rotate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Translate
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//////////////////////////////////////////////////////////////////
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inline void
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BuildingNodeClass::On_Translate (void)
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{
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if (m_GameObj != NULL) {
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((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ());
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}
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Update_Lines ();
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NodeClass::On_Translate ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// On_Transform
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//////////////////////////////////////////////////////////////////
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inline void
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BuildingNodeClass::On_Transform (void)
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{
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if (m_GameObj != NULL) {
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((BuildingGameObj *)m_GameObj)->Set_Position (m_Transform.Get_Translation ());
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}
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Update_Lines ();
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NodeClass::On_Transform ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Enable_Power
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//////////////////////////////////////////////////////////////////
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inline void
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BuildingNodeClass::Enable_Power (bool onoff)
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{
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if (m_GameObj != NULL) {
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((BuildingGameObj *)m_GameObj)->Enable_Power (onoff);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////
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// Is_Power_Enabled
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//////////////////////////////////////////////////////////////////
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inline bool
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BuildingNodeClass::Is_Power_Enabled (void) const
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{
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bool retval = false;
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if (m_GameObj != NULL) {
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retval = ((BuildingGameObj *)m_GameObj)->Is_Power_Enabled ();
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////
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// Set_Normalized_Health
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//////////////////////////////////////////////////////////////////
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inline void
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BuildingNodeClass::Set_Normalized_Health (float health)
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{
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if (m_GameObj != NULL) {
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((BuildingGameObj *)m_GameObj)->Set_Normalized_Health (health);
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}
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return ;
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}
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#endif //__BUILDING_NODE_H
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