/* ** 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 . */ /*********************************************************************************************** *** 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