/* ** 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.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 _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 _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; }