125 lines
4.5 KiB
C++
125 lines
4.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/transitiongameobj.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/16/01 3:19p $*
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* *
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* $Revision:: 11 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TRANSITIONGAMEOBJ_H
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#define TRANSITIONGAMEOBJ_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef BASEGAMEOBJ_H
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#include "basegameobj.h"
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#endif
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#ifndef TRANSITION_H
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#include "transition.h"
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#endif
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/*
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** TransitionGameObjDef - Defintion class for a TransitionGameObj
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*/
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class TransitionGameObjDef : public BaseGameObjDef
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{
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public:
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TransitionGameObjDef( void ) {};
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virtual ~TransitionGameObjDef( void );
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virtual uint32 Get_Class_ID( void ) const;
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virtual PersistClass * Create( void ) const ;
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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TRANSITION_DATA_LIST * Get_Transition_List( void ) { return &Transitions; }
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const TRANSITION_DATA_LIST & Get_Transition_List( void ) const { return Transitions; }
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void Free_Transition_List( void );
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protected:
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TRANSITION_DATA_LIST Transitions;
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friend class TransitionGameObj;
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};
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/*
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**
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*/
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class TransitionGameObj : public BaseGameObj {
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public:
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TransitionGameObj();
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~TransitionGameObj();
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// Definitions
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virtual void Init( void );
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void Init( const TransitionGameObjDef & definition );
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const TransitionGameObjDef & Get_Definition( void ) const ;
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// Save / Load / Construction Factory
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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virtual void On_Post_Load( void );
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// Physics
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void Set_Transform(const Matrix3D & tm);
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const Matrix3D & Get_Transform(void) const;
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// Transition access
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void Create_Transitions( void );
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void Destroy_Transitions( void );
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void Update_Transitions( void );
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int Get_Transition_Count( void ) const { return TransitionInstances.Count(); }
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TransitionInstanceClass * Get_Transition( int index ) { return TransitionInstances[index]; }
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//
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// Ladder support
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//
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int Get_Ladder_Index( void ) { return LadderIndex; }
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void Set_Ladder_Index( int ladder_index );
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protected:
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DynamicVectorClass<TransitionInstanceClass *> TransitionInstances;
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Matrix3D TM;
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int LadderIndex;
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};
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#endif // TRANSITIONGAMEOBJ_H
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