106 lines
4.2 KiB
C
106 lines
4.2 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/shakeablestaticphys.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:: 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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#ifndef SHAKEABLESTATICPHYS_H
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#define SHAKEABLESTATICPHYS_H
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#include "always.h"
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#include "staticanimphys.h"
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class ShakeableStaticPhysDefClass;
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/**
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** ShakeableStaticPhysClass
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** This is a static animated physics class which plays its animation as a "shaking" effect
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** when it is collided with
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*/
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class ShakeableStaticPhysClass : public StaticAnimPhysClass
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{
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public:
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// Constructor and Destructor
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ShakeableStaticPhysClass( void );
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virtual ~ShakeableStaticPhysClass( void );
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// Definitions
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void Init(const ShakeableStaticPhysDefClass & definition);
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const ShakeableStaticPhysDefClass * Get_ShakeableStaticPhysDef(void) const { WWASSERT( Definition ); return (ShakeableStaticPhysDefClass *)Definition; }
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// Play the animation once from start to end, typically going to be called from collision handling code
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void Play_Animation(void);
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// Save / Load
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virtual bool Save(ChunkSaveClass & csave);
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virtual bool Load(ChunkLoadClass & cload);
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virtual const PersistFactoryClass & Get_Factory(void) const;
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};
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/*
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** ShakeableStaticPhysClass
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*/
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class ShakeableStaticPhysDefClass : public StaticAnimPhysDefClass
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{
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public:
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ShakeableStaticPhysDefClass(void);
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virtual uint32 Get_Class_ID(void) const;
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virtual const char * Get_Type_Name(void) { return "ShakeableStaticPhysDef"; }
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virtual bool Is_Type(const char *);
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virtual PersistClass * Create(void) const ;
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virtual bool Save(ChunkSaveClass & csave);
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virtual bool Load(ChunkLoadClass & cload);
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virtual const PersistFactoryClass & Get_Factory(void) const;
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DECLARE_EDITABLE( ShakeableStaticPhysDefClass, StaticAnimPhysDefClass );
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protected:
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friend class ShakeableStaticPhysClass;
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};
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#endif //SHAKEABLESTATICPHYS_H
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