mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-17 16:11:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
227
Code/Tools/LevelEdit/DamageZoneNode.h
Normal file
227
Code/Tools/LevelEdit/DamageZoneNode.h
Normal file
@@ -0,0 +1,227 @@
|
||||
/*
|
||||
** 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/DamageZoneNode.h $*
|
||||
* *
|
||||
* Author:: Patrick Smith *
|
||||
* *
|
||||
* $Modtime:: 10/09/00 1:10p $*
|
||||
* *
|
||||
* $Revision:: 3 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#if defined(_MSC_VER)
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#ifndef __DAMAGE_ZONE_NODE_H
|
||||
#define __DAMAGE_ZONE_NODE_H
|
||||
|
||||
#include "objectnode.h"
|
||||
#include "icons.h"
|
||||
#include "spawn.h"
|
||||
#include "grabhandles.h"
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
// Forward declarations
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
class PresetClass;
|
||||
class DamageZoneGameObj;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// DamageZoneNodeClass
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
class DamageZoneNodeClass : public NodeClass
|
||||
{
|
||||
public:
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Public constructors/destructors
|
||||
//////////////////////////////////////////////////////////////////
|
||||
DamageZoneNodeClass (PresetClass *preset = NULL);
|
||||
DamageZoneNodeClass (const DamageZoneNodeClass &src);
|
||||
~DamageZoneNodeClass (void);
|
||||
|
||||
//////////////////////////////////////////////////////////////
|
||||
// Public operators
|
||||
//////////////////////////////////////////////////////////////
|
||||
const DamageZoneNodeClass &operator= (const DamageZoneNodeClass &src);
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Public methods
|
||||
//////////////////////////////////////////////////////////////////
|
||||
|
||||
//
|
||||
// From PersistClass
|
||||
//
|
||||
virtual const PersistFactoryClass & Get_Factory (void) const;
|
||||
virtual bool Save (ChunkSaveClass &csave);
|
||||
virtual bool Load (ChunkLoadClass &cload);
|
||||
|
||||
|
||||
// From NodeClass
|
||||
NodeClass * Clone (void) { return new DamageZoneNodeClass (*this); }
|
||||
void Initialize (void);
|
||||
NODE_TYPE Get_Type (void) const { return NODE_TYPE_DAMAGE_ZONE; }
|
||||
int Get_Icon_Index (void) const { return ZONE_ICON; }
|
||||
PhysClass * Peek_Physics_Obj (void) const;
|
||||
bool Is_Static (void) const { return false; }
|
||||
void Hide (bool hide);
|
||||
|
||||
//
|
||||
// Scene methods
|
||||
//
|
||||
void Add_To_Scene (void);
|
||||
void Remove_From_Scene (void);
|
||||
|
||||
//
|
||||
// Notifications
|
||||
//
|
||||
void On_Rotate (void);
|
||||
void On_Translate (void);
|
||||
void On_Transform (void);
|
||||
|
||||
//
|
||||
// Export methods
|
||||
//
|
||||
void Pre_Export (void);
|
||||
void Post_Export (void);
|
||||
|
||||
//
|
||||
// Zone edit methods
|
||||
//
|
||||
void On_Vertex_Drag_Begin (int vertex_index);
|
||||
void On_Vertex_Drag (int vertex_index, POINT point);
|
||||
|
||||
//
|
||||
// DamageZoneNodeClass specific
|
||||
//
|
||||
Box3DClass * Get_Box (void);
|
||||
//DamageZoneGameObj * Get_Zone_Obj (void) const { return DamageZoneGameObj; }
|
||||
|
||||
protected:
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Protected methods
|
||||
//////////////////////////////////////////////////////////////////
|
||||
void Update_Game_Obj (void);
|
||||
void Create_Game_Obj (void);
|
||||
void Destroy_Game_Obj (void);
|
||||
|
||||
private:
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Private member data
|
||||
//////////////////////////////////////////////////////////////////
|
||||
Box3DPhysClass * m_PhysObj;
|
||||
DamageZoneGameObj * m_GameObj;
|
||||
GrabHandlesClass m_GrabHandles;
|
||||
Vector3 m_FirstPoint;
|
||||
Vector3 m_CachedSize;
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Peek_Physics_Obj
|
||||
//////////////////////////////////////////////////////////////////
|
||||
inline PhysClass *
|
||||
DamageZoneNodeClass::Peek_Physics_Obj (void) const
|
||||
{
|
||||
return m_PhysObj;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// On_Rotate
|
||||
//////////////////////////////////////////////////////////////////
|
||||
inline void
|
||||
DamageZoneNodeClass::On_Rotate (void)
|
||||
{
|
||||
if (m_IsInScene) {
|
||||
m_GrabHandles.Position_Around_Node (this);
|
||||
}
|
||||
|
||||
Update_Game_Obj ();
|
||||
NodeClass::On_Rotate ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// On_Translate
|
||||
//////////////////////////////////////////////////////////////////
|
||||
inline void
|
||||
DamageZoneNodeClass::On_Translate (void)
|
||||
{
|
||||
if (m_IsInScene) {
|
||||
m_GrabHandles.Position_Around_Node (this);
|
||||
}
|
||||
|
||||
Update_Game_Obj ();
|
||||
NodeClass::On_Translate ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// On_Transform
|
||||
//////////////////////////////////////////////////////////////////
|
||||
inline void
|
||||
DamageZoneNodeClass::On_Transform (void)
|
||||
{
|
||||
if (m_IsInScene) {
|
||||
m_GrabHandles.Position_Around_Node (this);
|
||||
}
|
||||
|
||||
Update_Game_Obj ();
|
||||
NodeClass::On_Transform ();
|
||||
return ;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////
|
||||
// Get_Box
|
||||
//////////////////////////////////////////////////////////////////
|
||||
inline Box3DClass *
|
||||
DamageZoneNodeClass::Get_Box (void)
|
||||
{
|
||||
Box3DClass *box = NULL;
|
||||
if (m_PhysObj != NULL) {
|
||||
box = m_PhysObj->Get_Box ();
|
||||
}
|
||||
|
||||
return box;
|
||||
}
|
||||
|
||||
|
||||
#endif //__DAMAGE_ZONE_NODE_H
|
||||
|
||||
Reference in New Issue
Block a user