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CnC_Renegade/Code/wwphys/dynamicphys.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/dynamicphys.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/17/01 8:43p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DYNAMICPHYS_H
#define DYNAMICPHYS_H
#include "always.h"
#include "phys.h"
class DynamicPhysDefClass;
/**
** DynamicPhysClass
** This class adds some behavior that will be common to all dynamic physics objects. It tracks
** the current vis-ID for the object and has a method to automatically update it which should
** be called whenever the object moves. This class is not a concrete derived class.
*/
class DynamicPhysClass : public PhysClass
{
public:
DynamicPhysClass(void);
~DynamicPhysClass(void);
virtual DynamicPhysClass * As_DynamicPhysClass(void) { return this; }
void Init(const DynamicPhysDefClass & definition);
virtual void Set_Model(RenderObjClass * model);
/*
** Call this whenever the object moves to update its visibility status
*/
void Update_Visibility_Status(void);
virtual int Get_Vis_Object_ID(void);
/*
** Simulation and rendering toggles for all dynamic physics objects
*/
virtual bool Is_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; }
virtual bool Is_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; }
static void Disable_All_Simulation(bool onoff) { _DisableDynamicPhysSimulation = onoff; }
static void Disable_All_Rendering(bool onoff) { _DisableDynamicPhysRendering = onoff; }
static bool Is_All_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; }
static bool Is_All_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; }
/*
** Save-Load System
*/
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
virtual void On_Post_Load(void);
protected:
void Internal_Update_Visibility_Status(void);
bool DirtyVisObjectID; // dirty flag for the vis object id
int VisNodeID; // ID of the node this object is in for temporal coherence
unsigned int VisStatusLastUpdated; // tickcount of last vis update
private:
static bool _DisableDynamicPhysSimulation;
static bool _DisableDynamicPhysRendering;
/*
** Not implemented...
*/
DynamicPhysClass(const DynamicPhysClass &);
DynamicPhysClass & operator = (const DynamicPhysClass &);
};
/**
** DynamicPhysDefClass
** Definition data structure for DynamicPhysClass
*/
class DynamicPhysDefClass : public PhysDefClass
{
public:
DynamicPhysDefClass(void);
// From PersistClass
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// From PhysDefClass
virtual const char * Get_Type_Name(void) { return "DynamicPhysDef"; }
virtual bool Is_Type(const char *);
// Validation methods
virtual bool Is_Valid_Config (StringClass &message);
// Editable interface requirements
DECLARE_EDITABLE(DynamicPhysDefClass,PhysDefClass);
protected:
friend class DynamicPhysClass;
};
#endif //DYNAMICPHYS_H