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CnC_Renegade/Code/Tools/LevelEdit/CoverSpotNode.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/CoverSpotNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/25/01 4:26p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __COVERSPOT_NODE_H
#define __COVERSPOT_NODE_H
#include "node.h"
#include "vector.h"
#include "icons.h"
#include "decophys.h"
#include "editorphys.h"
#include "segline.h"
#include "editorline.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
class CoverAttackPointNodeClass;
class CoverEntryClass;
////////////////////////////////////////////////////////////////////////////
//
// CoverSpotNodeClass
//
////////////////////////////////////////////////////////////////////////////
class CoverSpotNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
CoverSpotNodeClass (PresetClass *preset = NULL);
CoverSpotNodeClass (const CoverSpotNodeClass &src);
~CoverSpotNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const CoverSpotNodeClass &operator= (const CoverSpotNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// CoverSpotNodeClass specific
//
CoverAttackPointNodeClass *Add_Attack_Point (const Matrix3D &tm);
void Remove_Attack_Point (CoverAttackPointNodeClass *attack_point);
bool Requires_Crouch (void) const { return m_RequiresCrouch; }
void Set_Requires_Crouch (bool onoff) { m_RequiresCrouch = onoff; }
void Update_Lines (void);
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
void On_Post_Load (void);
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new CoverSpotNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_COVER_SPOT; }
int Get_Icon_Index (void) const { return OBJECT_ICON; }
PhysClass * Peek_Physics_Obj (void) const { return m_PhysObj; }
PhysClass * Peek_Collision_Obj (void) const;
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void);
bool Can_Be_Rotated_Freely (void) const { return true; }
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 { return true; }
int Get_Sub_Node_Count (void) const { return m_AttackPointNodes.Count (); }
NodeClass * Get_Sub_Node (int index);
//
// 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);
void Free_Attack_Points (void);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * m_PhysObj;
DynamicVectorClass<CoverAttackPointNodeClass *> m_AttackPointNodes;
DynamicVectorClass<EditorLineClass *> m_AttackPointLines;
DynamicVectorClass<Matrix3D> m_AttackPointLoadList;
bool m_RequiresCrouch;
CoverEntryClass * m_GameCoverSpot;
static PhysClass * _TheCollisionObj;
static int _InstanceCount;
};
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
CoverSpotNodeClass::On_Rotate (void)
{
Update_Lines ();
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
CoverSpotNodeClass::On_Translate (void)
{
Update_Lines ();
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
CoverSpotNodeClass::On_Transform (void)
{
Update_Lines ();
NodeClass::On_Transform ();
return ;
}
#endif //__COVERSPOT_NODE_H