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CnC_Renegade/Code/Combat/transitiongameobj.h

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C++

/*
** 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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/transitiongameobj.h $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 11/16/01 3:19p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef TRANSITIONGAMEOBJ_H
#define TRANSITIONGAMEOBJ_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef BASEGAMEOBJ_H
#include "basegameobj.h"
#endif
#ifndef TRANSITION_H
#include "transition.h"
#endif
/*
** TransitionGameObjDef - Defintion class for a TransitionGameObj
*/
class TransitionGameObjDef : public BaseGameObjDef
{
public:
TransitionGameObjDef( void ) {};
virtual ~TransitionGameObjDef( void );
virtual uint32 Get_Class_ID( void ) const;
virtual PersistClass * Create( void ) const ;
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
TRANSITION_DATA_LIST * Get_Transition_List( void ) { return &Transitions; }
const TRANSITION_DATA_LIST & Get_Transition_List( void ) const { return Transitions; }
void Free_Transition_List( void );
protected:
TRANSITION_DATA_LIST Transitions;
friend class TransitionGameObj;
};
/*
**
*/
class TransitionGameObj : public BaseGameObj {
public:
TransitionGameObj();
~TransitionGameObj();
// Definitions
virtual void Init( void );
void Init( const TransitionGameObjDef & definition );
const TransitionGameObjDef & Get_Definition( void ) const ;
// Save / Load / Construction Factory
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
virtual void On_Post_Load( void );
// Physics
void Set_Transform(const Matrix3D & tm);
const Matrix3D & Get_Transform(void) const;
// Transition access
void Create_Transitions( void );
void Destroy_Transitions( void );
void Update_Transitions( void );
int Get_Transition_Count( void ) const { return TransitionInstances.Count(); }
TransitionInstanceClass * Get_Transition( int index ) { return TransitionInstances[index]; }
//
// Ladder support
//
int Get_Ladder_Index( void ) { return LadderIndex; }
void Set_Ladder_Index( int ladder_index );
protected:
DynamicVectorClass<TransitionInstanceClass *> TransitionInstances;
Matrix3D TM;
int LadderIndex;
};
#endif // TRANSITIONGAMEOBJ_H