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CnC_Renegade/Code/Combat/damageablestaticphys.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 : Combat *
* *
* $Archive:: /Commando/Code/Combat/damageablestaticphys.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 8/17/01 8:27p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DAMAGEABLESTATICPHYS_H
#define DAMAGEABLESTATICPHYS_H
#include "always.h"
#include "staticanimphys.h"
#include "damage.h"
class DamageableStaticPhysDefClass;
/**
** DamageableStaticPhysClass
** This is a static physics object which tracks its health. When the health drops to zero,
** it plays its animation and stops on the end frame.
*/
class DamageableStaticPhysClass : public StaticAnimPhysClass
{
public:
// Constructor and Destructor
DamageableStaticPhysClass( void );
virtual ~DamageableStaticPhysClass( void );
virtual void Timestep(float dt);
// RTTI
virtual DamageableStaticPhysClass * As_DamageableStaticPhysClass (void) { return this; }
// Definitions
void Init(const DamageableStaticPhysDefClass & definition);
const DamageableStaticPhysDefClass * Get_DamageableStaticPhysDef(void) const { WWASSERT( Definition ); return (DamageableStaticPhysDefClass *)Definition; }
// Damage Management
void Apply_Damage_Static( const OffenseObjectClass & offense );
void Reset_Health(void);
// Save / Load
virtual bool Save(ChunkSaveClass & csave);
virtual bool Load(ChunkLoadClass & cload);
virtual const PersistFactoryClass & Get_Factory(void) const;
protected:
void Start_Loop(void);
void Play_Twitch(void);
void Play_Death_Transition(void);
enum {
STATE_LIVE_LOOP = 0,
STATE_LIVE_TWITCH,
STATE_DEATH_TRANSITION,
STATE_DEAD_LOOP,
STATE_DEAD_TWITCH,
};
int CurState;
DefenseObjectClass DefenseObject;
friend class DSAPONetworkObjectClass;
};
/*
** DamageableStaticPhysDefClass
** Damageable static objects support two animation loops and several sequences. An object
** can have a pair of frame numbers that are looped between while it is alive (the "Live-Loop"),
** a pair that are looped while it is dead (the "Dead-Loop"), a "twitch" sequence that is played
** whenever it is shot in either the live or dead state, and a sequence that is played when the
** object transitions between alive and dead.
*/
class DamageableStaticPhysDefClass : public StaticAnimPhysDefClass
{
public:
DamageableStaticPhysDefClass(void);
virtual uint32 Get_Class_ID(void) const;
virtual const char * Get_Type_Name(void) { return "DamageableStaticPhysDef"; }
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( DamageableStaticPhysDefClass, StaticAnimPhysDefClass );
protected:
int KilledExplosion;
int LiveLoopStart;
int LiveLoopEnd;
int LiveTwitchStart;
int LiveTwitchEnd;
int DeathTransitionStart;
int DeathTransitionEnd;
int DeadLoopStart;
int DeadLoopEnd;
int DeadTwitchStart;
int DeadTwitchEnd;
bool PlayTwitchesToCompletion;
DefenseObjectDefClass DefenseObjectDef;
friend class DamageableStaticPhysClass;
friend class DSAPONetworkObjectClass;
};
#endif // DAMAGEABLESTATICPHYS_H