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