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CnC_Renegade/Code/wwphys/shakeablestaticphys.cpp

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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/shakeablestaticphys.cpp $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/17/01 7:02p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "shakeablestaticphys.h"
#include "simpledefinitionfactory.h"
#include "persistfactory.h"
#include "wwphysids.h"
#include "hanim.h"
#include "wwdebug.h"
#include "wwhack.h"
DECLARE_FORCE_LINK( shakeablestaticphys );
/*
** Chunk Id's used by ShakeableStaticPhysClass
*/
enum
{
SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS = 7311740,
};
/*
** Chunk Id's used by ShakeableStaticPhysDefClass
*/
enum
{
SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF = 7311734,
};
/************************************************************************************************
**
** ShakeableStaticPhysDefClass Implementation
**
************************************************************************************************/
SimplePersistFactoryClass<ShakeableStaticPhysDefClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYSDEF> _ShakeableStaticPhysDefPersistFactory;
//(gth) for now, not publishing this class to the editor. I need to find a solution for
//how to detect when a vehicle collides with this object (vehicles don't actually find out
//who they collide with!) Also, maybe the feature provided by this class could be rolled into
//StaticAnim instead of requiring a whole new class...
#if 0
DECLARE_DEFINITION_FACTORY(ShakeableStaticPhysDefClass, CLASSID_SHAKEABLESTATICPHYSDEF, "ShakeableStaticPhys") _ShakeableStaticPhysDefDefFactory;
#endif
ShakeableStaticPhysDefClass::ShakeableStaticPhysDefClass(void)
{
}
uint32 ShakeableStaticPhysDefClass::Get_Class_ID(void) const
{
return CLASSID_SHAKEABLESTATICPHYSDEF;
}
bool ShakeableStaticPhysDefClass::Is_Type(const char * type_name)
{
if (stricmp(type_name,ShakeableStaticPhysDefClass::Get_Type_Name()) == 0) {
return true;
} else {
return StaticAnimPhysDefClass::Is_Type(type_name);
}
}
PersistClass * ShakeableStaticPhysDefClass::Create(void) const
{
ShakeableStaticPhysClass * obj = new ShakeableStaticPhysClass;
obj->Init(*this);
return obj;
}
bool ShakeableStaticPhysDefClass::Save(ChunkSaveClass & csave)
{
csave.Begin_Chunk(SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF);
StaticAnimPhysDefClass::Save(csave);
csave.End_Chunk();
return true;
}
bool ShakeableStaticPhysDefClass::Load( ChunkLoadClass &cload )
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF:
StaticAnimPhysDefClass::Load( cload );
break;
default:
WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhysDef chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}
const PersistFactoryClass & ShakeableStaticPhysDefClass::Get_Factory (void) const
{
return _ShakeableStaticPhysDefPersistFactory;
}
/************************************************************************************************
**
** ShakeableStaticPhysClass Implementation
**
************************************************************************************************/
SimplePersistFactoryClass<ShakeableStaticPhysClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYS> _ShakeableStaticPhysPersistFactory;
const PersistFactoryClass & ShakeableStaticPhysClass::Get_Factory (void) const
{
return _ShakeableStaticPhysPersistFactory;
}
ShakeableStaticPhysClass::ShakeableStaticPhysClass(void)
{
}
ShakeableStaticPhysClass::~ShakeableStaticPhysClass( void )
{
}
void ShakeableStaticPhysClass::Init( const ShakeableStaticPhysDefClass & def )
{
StaticAnimPhysClass::Init(def);
}
void ShakeableStaticPhysClass::Play_Animation(void)
{
/*
** When a vehicle collides with this object, it will call this function
** to cause the shake animation to play. We simply set the current frame
** number to the start of the animation and set the target frame number
** to the end of the animation...
*/
AnimCollisionManagerClass & anim_mgr = Get_Animation_Manager();
HAnimClass * anim = anim_mgr.Peek_Animation();
if (anim != NULL) {
anim_mgr.Set_Current_Frame(0);
anim_mgr.Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_TARGET);
anim_mgr.Set_Target_Frame(anim->Get_Num_Frames()-1);
}
}
bool ShakeableStaticPhysClass::Save( ChunkSaveClass & csave )
{
/*
** Save the parent class data
*/
csave.Begin_Chunk(SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS);
StaticAnimPhysClass::Save( csave );
csave.End_Chunk();
return true;
}
bool ShakeableStaticPhysClass::Load(ChunkLoadClass & cload)
{
while (cload.Open_Chunk()) {
switch(cload.Cur_Chunk_ID()) {
case SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS:
StaticAnimPhysClass::Load( cload );
break;
default:
WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhys chunkID\n" ));
break;
}
cload.Close_Chunk();
}
return true;
}