78 lines
3.3 KiB
C
78 lines
3.3 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/ridermanager.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 9/09/01 2:54p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef RIDERMANAGER_H
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#define RIDERMANAGER_H
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#include "always.h"
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#include "physlist.h"
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class Matrix3D;
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class RenderObjClass;
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/**
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** RiderManagerClass
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** This object is meant to be embedded in physics objects which can have other
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** physics objects ride on/in them. It keeps track of the objects which are attached
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** and provides functions for updating all of them when you move.
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*/
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class RiderManagerClass
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{
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public:
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RiderManagerClass(void);
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~RiderManagerClass(void);
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void Link_Rider(PhysClass * obj);
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void Unlink_Rider(PhysClass * obj);
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bool Contains(PhysClass * obj);
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void Move_Riders(const Matrix3D & delta,RenderObjClass * carrier_sub_obj = NULL);
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NonRefPhysListClass * Get_Rider_List(void) { return &RiderList; }
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protected:
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NonRefPhysListClass RiderList;
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};
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#endif
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