ScummVM API documentation
Node.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_NODE_H
29 #define HPL_NODE_H
30 
31 #include "common/list.h"
32 #include "hpl1/engine/game/SaveGame.h"
33 #include "hpl1/engine/math/MathTypes.h"
34 #include "hpl1/engine/scene/Entity.h"
35 #include "hpl1/engine/system/Container.h"
36 
37 namespace hpl {
38 
39 class iNode;
40 
41 typedef Common::List<iNode *> tNodeList;
42 typedef tNodeList::iterator tNodeListIt;
43 
44 typedef cSTLIterator<iNode *, tNodeList, tNodeListIt> cNodeIterator;
45 
46 //------------------------------------
47 
48 kSaveData_BaseClass(iNode) {
49  kSaveData_ClassInit(iNode) public : cContainerList<int> mlstEntities;
50  cContainerList<int> mlstNodes;
51 };
52 
53 //------------------------------------
54 
55 class iNode : public iSaveObject {
56  typedef iSaveObject super;
57 
58 public:
59  iNode() : mbActive(true) {}
60  virtual ~iNode();
61 
62  int SetVisible(bool abX, bool abCascade);
63  bool AddEntity(iEntity *apEntity);
64  bool RemoveEntity(iEntity *apEntity);
65  void ClearEntities();
66 
67  void SetActive(bool abX) { mbActive = abX; }
68  bool IsActive() { return mbActive; }
69 
70  virtual iNode *CreateChild() = 0;
71 
72  cNodeIterator GetChildIterator();
73  cEntityIterator GetEntityIterator();
74 
75  // SaveObject implementation
76  virtual iSaveData *CreateSaveData() { return NULL; }
77  virtual void SaveToSaveData(iSaveData *apSaveData);
78  virtual void LoadFromSaveData(iSaveData *apSaveData);
79  virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
80 
81 protected:
82  tEntityList mlstEntity;
83  tNodeList mlstNode;
84 
85  bool mbActive;
86 };
87 
88 } // namespace hpl
89 
90 #endif // HPL_NODE_H
Definition: AI.h:36
Definition: Game.h:91
virtual iSaveData * CreateSaveData()
Definition: Node.h:76
Definition: SaveGame.h:130
virtual void LoadFromSaveData(iSaveData *apSaveData)
Definition: SystemTypes.h:411
Definition: Node.h:55
Definition: SaveGame.h:111
virtual void SaveToSaveData(iSaveData *apSaveData)
ListInternal::Iterator< t_T > iterator
Definition: list.h:52
Definition: SaveGame.h:183
Definition: Entity.h:50
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)