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CnC_Renegade/Code/wwphys/shakeablestaticphys.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/shakeablestaticphys.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/17/01 8:27p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SHAKEABLESTATICPHYS_H
#define SHAKEABLESTATICPHYS_H
#include "always.h"
#include "staticanimphys.h"
class ShakeableStaticPhysDefClass;
/**
** ShakeableStaticPhysClass
** This is a static animated physics class which plays its animation as a "shaking" effect
** when it is collided with
*/
class ShakeableStaticPhysClass : public StaticAnimPhysClass
{
public:
// Constructor and Destructor
ShakeableStaticPhysClass( void );
virtual ~ShakeableStaticPhysClass( void );
// Definitions
void Init(const ShakeableStaticPhysDefClass & definition);
const ShakeableStaticPhysDefClass * Get_ShakeableStaticPhysDef(void) const { WWASSERT( Definition ); return (ShakeableStaticPhysDefClass *)Definition; }
// Play the animation once from start to end, typically going to be called from collision handling code
void Play_Animation(void);
// Save / Load
virtual bool Save(ChunkSaveClass & csave);
virtual bool Load(ChunkLoadClass & cload);
virtual const PersistFactoryClass & Get_Factory(void) const;
};
/*
** ShakeableStaticPhysClass
*/
class ShakeableStaticPhysDefClass : public StaticAnimPhysDefClass
{
public:
ShakeableStaticPhysDefClass(void);
virtual uint32 Get_Class_ID(void) const;
virtual const char * Get_Type_Name(void) { return "ShakeableStaticPhysDef"; }
virtual bool Is_Type(const char *);
virtual PersistClass * Create(void) const ;
virtual bool Save(ChunkSaveClass & csave);
virtual bool Load(ChunkLoadClass & cload);
virtual const PersistFactoryClass & Get_Factory(void) const;
DECLARE_EDITABLE( ShakeableStaticPhysDefClass, StaticAnimPhysDefClass );
protected:
friend class ShakeableStaticPhysClass;
};
#endif //SHAKEABLESTATICPHYS_H