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CnC_Renegade/Code/Tools/LevelEdit/BuildingNode.h

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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<BuildingGameObj *> (m_GameObj); }
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * m_PhysObj;
DynamicVectorClass<BuildingChildNodeClass *> m_ChildNodes;
DynamicVectorClass<EditorLineClass *> 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