174 lines
6.2 KiB
C
174 lines
6.2 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/accessiblephys.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/17/01 8:27p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __ACCESSIBLE_PHYS_H
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#define __ACCESSIBLE_PHYS_H
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#include "staticanimphys.h"
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/////////////////////////////////////////////////////////////////////////
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// Forward declarations
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/////////////////////////////////////////////////////////////////////////
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class ChunkSaveClass;
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class ChunkLoadClass;
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class AccessiblePhysDefClass;
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/////////////////////////////////////////////////////////////////////////
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//
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// AccessiblePhysClass
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//
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/////////////////////////////////////////////////////////////////////////
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class AccessiblePhysClass : public StaticAnimPhysClass
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{
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public:
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/////////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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/////////////////////////////////////////////////////////////////////////
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AccessiblePhysClass (void);
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~AccessiblePhysClass (void);
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/////////////////////////////////////////////////////////////////////////
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// Public methods
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/////////////////////////////////////////////////////////////////////////
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//
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// RTTI
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//
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AccessiblePhysClass * As_AccessiblePhysClass (void) { return this; }
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//
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// Definition support
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//
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AccessiblePhysDefClass * Get_AccessiblePhysDefClass (void) { return (AccessiblePhysDefClass *)Definition; }
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void Init (const AccessiblePhysDefClass &definition);
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//
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// Save-Load Support
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//
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const PersistFactoryClass & Get_Factory (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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//
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// Lock support
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//
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void Set_Lock_Code (int code) { LockCode = code; }
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int Get_Lock_Code (void) const { return LockCode; }
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bool Can_Unlock (int key_mask) { return ((1 << LockCode) & key_mask) != 0; }
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protected:
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/////////////////////////////////////////////////////////////////////////
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// Protected methods
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/////////////////////////////////////////////////////////////////////////
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bool Save_Variables (ChunkSaveClass &csave);
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bool Load_Variables (ChunkLoadClass &cload);
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/////////////////////////////////////////////////////////////////////////
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// Protected member data
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/////////////////////////////////////////////////////////////////////////
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int LockCode;
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};
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/////////////////////////////////////////////////////////////////////////
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//
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// AccessiblePhysDefClass
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//
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/////////////////////////////////////////////////////////////////////////
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class AccessiblePhysDefClass : public StaticAnimPhysDefClass
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{
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public:
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/////////////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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/////////////////////////////////////////////////////////////////////////
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AccessiblePhysDefClass (void);
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//
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// From DefinitionClass
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//
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uint32 Get_Class_ID (void) const;
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PersistClass * Create (void) const;
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//
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// From PhysDefClass
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//
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const char * Get_Type_Name (void) { return "AccessiblePhysDefClass"; }
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bool Is_Type (const char *);
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//
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// From PersistClass
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//
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const PersistFactoryClass & Get_Factory (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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//
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// Editable interface requirements
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//
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DECLARE_EDITABLE (AccessiblePhysDefClass, StaticAnimPhysDefClass);
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protected:
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/////////////////////////////////////////////////////////////////////////
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// Protected methods
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/////////////////////////////////////////////////////////////////////////
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bool Save_Variables (ChunkSaveClass &csave);
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bool Load_Variables (ChunkLoadClass &cload);
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/////////////////////////////////////////////////////////////////////////
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// Protected member data
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/////////////////////////////////////////////////////////////////////////
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int LockCode;
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/////////////////////////////////////////////////////////////////////////
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// Friends
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/////////////////////////////////////////////////////////////////////////
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friend class AccessiblePhysClass;
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};
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#endif //__ACCESSIBLE_PHYS_H
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