This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwphys/timeddecophys.h

121 lines
4.3 KiB
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/>.
*/
/***********************************************************************************************
*** 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/timeddecophys.h $*
* *
* Author:: Byon Garrabrant *
* *
* $Modtime:: 5/03/01 7:38p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef TIMEDDECOPHYS_H
#define TIMEDDECOPHYS_H
#include "decophys.h"
class TimedDecorationPhysDefClass;
/**
** TimedDecorationPhysClass
** DecorationPhysClass with a Lifetime
*/
class TimedDecorationPhysClass : public DecorationPhysClass
{
public:
TimedDecorationPhysClass(void);
void Init(const TimedDecorationPhysDefClass & def);
virtual bool Needs_Timestep(void) { return true; }
virtual void Timestep(float dt);
virtual void Set_Lifetime( float time );
virtual float Get_Lifetime( void );
virtual TimedDecorationPhysClass * As_TimedDecorationPhysClass(void) { return this; }
// save-load system
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
private:
float Lifetime;
// Not implemented...
TimedDecorationPhysClass(const TimedDecorationPhysClass &);
TimedDecorationPhysClass & operator = (const TimedDecorationPhysClass &);
};
/**
** TimedDecorationPhysDefClass
** Definition data structure for TimedDecorationPhysClass
*/
class TimedDecorationPhysDefClass : public DecorationPhysDefClass
{
public:
TimedDecorationPhysDefClass(void);
// From DefinitionClass
virtual uint32 Get_Class_ID (void) const;
virtual PersistClass * Create(void) const;
// From PhysDefClass
virtual const char * Get_Type_Name(void);
virtual bool Is_Type(const char *);
// From PersistClass
virtual const PersistFactoryClass & Get_Factory (void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// accessors
float Get_Lifetime(void) { return Lifetime; }
// Editable interface requirements
DECLARE_EDITABLE(TimedDecorationPhysDefClass,DecorationPhysDefClass);
protected:
float Lifetime;
friend class TimedDecorationPhysClass;
};
#endif