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CnC_Renegade/Code/Tools/LevelEdit/ObjectNode.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/ObjectNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/08/01 10:30a $*
* *
* $Revision:: 13 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __OBJECT_NODE_H
#define __OBJECT_NODE_H
#include "node.h"
#include "icons.h"
#include "physicalgameobj.h"
#include "listtypes.h"
////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// ObjectNodeClass
//
////////////////////////////////////////////////////////////////////////////
class ObjectNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
ObjectNodeClass (PresetClass *preset = NULL);
ObjectNodeClass (const ObjectNodeClass &src);
~ObjectNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const ObjectNodeClass &operator= (const ObjectNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// RTTI
//
ObjectNodeClass * As_ObjectNodeClass (void) { return this; }
//
// From NodeClass
//
void Initialize (void);
NodeClass * Clone (void) { return new ObjectNodeClass (*this); }
NODE_TYPE Get_Type (void) const { return NODE_TYPE_OBJECT; }
int Get_Icon_Index (void) const { return OBJECT_ICON; }
PhysClass * Peek_Physics_Obj (void) const;
bool Is_Static (void) const { return false; }
bool Show_Settings_Dialog (void);
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Set_ID (uint32 id);
//
// From PersistClass
//
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// ObjectNode specific
//
void Copy_Scripts (const ObjectNodeClass &src);
SCRIPT_LIST & Get_Scripts (void) { return m_Scripts; }
PhysicalGameObj * Peek_Game_Obj (void) const;
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
void Create_Game_Obj (void);
void Destroy_Game_Obj (void);
void Free_Scripts (void);
void Assign_Scripts (void);
//////////////////////////////////////////////////////////////////
// Protected member data
//////////////////////////////////////////////////////////////////
ScriptableGameObj * m_GameObj;
SCRIPT_LIST m_Scripts;
};
//////////////////////////////////////////////////////////////////
// Peek_Game_Obj
//////////////////////////////////////////////////////////////////
inline PhysicalGameObj *
ObjectNodeClass::Peek_Game_Obj (void) const
{
PhysicalGameObj *game_obj = NULL;
if (m_GameObj != NULL) {
game_obj = m_GameObj->As_PhysicalGameObj ();
}
return game_obj;
}
//////////////////////////////////////////////////////////////////
// Peek_Physics_Obj
//////////////////////////////////////////////////////////////////
inline PhysClass *
ObjectNodeClass::Peek_Physics_Obj (void) const
{
PhysClass *phys_obj = NULL;
//
// If our game object has a phys object, then return it to the caller.
//
PhysicalGameObj *phys_game_obj = Peek_Game_Obj ();
if (phys_game_obj != NULL) {
phys_obj = phys_game_obj->Peek_Physical_Object ();
}
return phys_obj;
}
#endif //__OBJECT_NODE_H