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CnC_Renegade/Code/wwphys/accessiblephys.h

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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 : wwphys *
* *
* $Archive:: /Commando/Code/wwphys/accessiblephys.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 8/17/01 8:27p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __ACCESSIBLE_PHYS_H
#define __ACCESSIBLE_PHYS_H
#include "staticanimphys.h"
/////////////////////////////////////////////////////////////////////////
// Forward declarations
/////////////////////////////////////////////////////////////////////////
class ChunkSaveClass;
class ChunkLoadClass;
class AccessiblePhysDefClass;
/////////////////////////////////////////////////////////////////////////
//
// AccessiblePhysClass
//
/////////////////////////////////////////////////////////////////////////
class AccessiblePhysClass : public StaticAnimPhysClass
{
public:
/////////////////////////////////////////////////////////////////////////
// Public constructors/destructors
/////////////////////////////////////////////////////////////////////////
AccessiblePhysClass (void);
~AccessiblePhysClass (void);
/////////////////////////////////////////////////////////////////////////
// Public methods
/////////////////////////////////////////////////////////////////////////
//
// RTTI
//
AccessiblePhysClass * As_AccessiblePhysClass (void) { return this; }
//
// Definition support
//
AccessiblePhysDefClass * Get_AccessiblePhysDefClass (void) { return (AccessiblePhysDefClass *)Definition; }
void Init (const AccessiblePhysDefClass &definition);
//
// Save-Load Support
//
const PersistFactoryClass & Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Lock support
//
void Set_Lock_Code (int code) { LockCode = code; }
int Get_Lock_Code (void) const { return LockCode; }
bool Can_Unlock (int key_mask) { return ((1 << LockCode) & key_mask) != 0; }
protected:
/////////////////////////////////////////////////////////////////////////
// Protected methods
/////////////////////////////////////////////////////////////////////////
bool Save_Variables (ChunkSaveClass &csave);
bool Load_Variables (ChunkLoadClass &cload);
/////////////////////////////////////////////////////////////////////////
// Protected member data
/////////////////////////////////////////////////////////////////////////
int LockCode;
};
/////////////////////////////////////////////////////////////////////////
//
// AccessiblePhysDefClass
//
/////////////////////////////////////////////////////////////////////////
class AccessiblePhysDefClass : public StaticAnimPhysDefClass
{
public:
/////////////////////////////////////////////////////////////////////////
// Public constructors/destructors
/////////////////////////////////////////////////////////////////////////
AccessiblePhysDefClass (void);
//
// From DefinitionClass
//
uint32 Get_Class_ID (void) const;
PersistClass * Create (void) const;
//
// From PhysDefClass
//
const char * Get_Type_Name (void) { return "AccessiblePhysDefClass"; }
bool Is_Type (const char *);
//
// From PersistClass
//
const PersistFactoryClass & Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
//
// Editable interface requirements
//
DECLARE_EDITABLE (AccessiblePhysDefClass, StaticAnimPhysDefClass);
protected:
/////////////////////////////////////////////////////////////////////////
// Protected methods
/////////////////////////////////////////////////////////////////////////
bool Save_Variables (ChunkSaveClass &csave);
bool Load_Variables (ChunkLoadClass &cload);
/////////////////////////////////////////////////////////////////////////
// Protected member data
/////////////////////////////////////////////////////////////////////////
int LockCode;
/////////////////////////////////////////////////////////////////////////
// Friends
/////////////////////////////////////////////////////////////////////////
friend class AccessiblePhysClass;
};
#endif //__ACCESSIBLE_PHYS_H