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- /*
- ** 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
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