187 lines
7.2 KiB
C++
187 lines
7.2 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/NodeMgr.H $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 5/11/01 9:41a $*
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* *
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* $Revision:: 32 $*
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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 __NODEMGR_H
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#define __NODEMGR_H
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#include "saveloadsubsystem.h"
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#include "vector.h"
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#include "bittype.h"
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#include "nodetypes.h"
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#include "listtypes.h"
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//////////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////////
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class NodeClass;
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class PresetClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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//////////////////////////////////////////////////////////////////////////
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// Singleton instance
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//////////////////////////////////////////////////////////////////////////
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extern class NodeMgrClass _TheNodeMgr;
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//////////////////////////////////////////////////////////////////////////
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//
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// NodeMgrClass
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//
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//////////////////////////////////////////////////////////////////////////
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class NodeMgrClass : public SaveLoadSubSystemClass
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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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NodeMgrClass (void) { }
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virtual ~NodeMgrClass (void);
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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// From SaveLoadSubSystemClass
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virtual uint32 Chunk_ID (void) const;
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virtual void On_Post_Load (void);
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virtual const char * Name (void) const { return "NodeMgrClass"; }
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// List management
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static NodeClass * Create_Node (PresetClass *preset, uint32 id);
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static void Add_Node (NodeClass *node);
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static void Remove_Node (NodeClass *node);
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static void Free_Nodes (void);
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static void Reload_Nodes (void);
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static void Reload_Nodes (PresetClass *preset);
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// Enumeration
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static NodeClass * Find_Node (uint32 id);
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static NodeClass * Find_Node (const char *name);
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static NodeClass * Get_First (void);
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static NodeClass * Get_First (NODE_TYPE type);
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static NodeClass * Get_First (PresetClass *preset);
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static NodeClass * Find_First (uint32 class_id);
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static NodeClass * Get_Next (NodeClass *current);
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static NodeClass * Get_Next (NodeClass *current, NODE_TYPE type);
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static NodeClass * Get_Next (NodeClass *current, PresetClass *preset);
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static NodeClass * Find_Next (NodeClass *current, uint32 class_id);
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// Identification
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static void Reset_New_ID (void);
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static uint32 Get_Node_ID (NODE_TYPE type);
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static uint32 Get_Max_Used_ID (void);
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static void Setup_Node_Identity (NodeClass &node);
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static bool Verify_Unique_ID(uint32 id);
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static void Build_ID_Collision_List (NODE_LIST &node_list);
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static void Build_Unimportant_ID_Collision_List (NODE_LIST &node_list);
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static void Get_ID_Range (NODE_TYPE type, uint32 *min_id, uint32 *max_id);
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static uint32 Find_Max_Used_ID (NODE_TYPE type);
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static void Put_Objects_Back (const NODE_LIST &dynamic_obj_list);
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static void Remove_Dynamic_Objects (NODE_LIST &dynamic_obj_list);
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static void Remove_Static_Objects (NODE_LIST &dynamic_obj_list);
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// StaticAnimPhys control
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static void Make_Static_Anim_Phys_Collideable (bool onoff);
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// Complete node access
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static void Build_Full_Node_List (DynamicVectorClass<NodeClass *> &node_list);
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static void Add_Nodes_To_List (DynamicVectorClass<NodeClass *> &node_list, NodeClass *node);
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//
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// Save/load support
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//
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static bool Save_Node_List (ChunkSaveClass &csave, NODE_LIST &node_list);
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static bool Load_Node_List (ChunkLoadClass &cload, NODE_LIST &node_list);
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//
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// Embedded node support
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//
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static void Create_All_Embedded_Nodes (void);
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protected:
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//////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////
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virtual bool Contains_Data(void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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bool Save_Nodes (ChunkSaveClass &csave);
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bool Load_Nodes (ChunkLoadClass &cload);
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bool Load_Variables (ChunkLoadClass &cload);
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private:
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/////////////////////////////////////////////////////////////////////
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// Private methods
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/////////////////////////////////////////////////////////////////////
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static void Link_Node (NodeClass *node);
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static void Unlink_Node (NodeClass *node);
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/////////////////////////////////////////////////////////////////////
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// Static member data
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/////////////////////////////////////////////////////////////////////
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static NodeClass * _NodeListHead;
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static uint32 _NextObjectNodeID;
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static uint32 _NextStaticNodeID;
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static uint32 _NextLightNodeID;
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static uint32 _NextMiscNodeID;
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};
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/////////////////////////////////////////////////////////////////////
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// Get_First
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/////////////////////////////////////////////////////////////////////
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inline NodeClass *
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NodeMgrClass::Get_First (void)
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{
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return _NodeListHead;
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}
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#endif //__NODEMGR_H
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