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CnC_Renegade/Code/wwphys/vehicledazzle.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/>.
*/
/***********************************************************************************************
*** 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/vehicledazzle.h $*
* *
* Original Author:: Greg Hjelstrom *
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/29/01 4:07p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef VEHICLEDAZZLE_H
#define VEHICLEDAZZLE_H
#include "always.h"
class RenderObjClass;
class DazzleRenderObjClass;
class VehiclePhysClass;
/**
** VehicleDazzleClass
** This object controls a dazzle for a vehicle. These are used to implement headlight dazzles,
** brakelight dazzles, and blinking dazzles on vehicles.
*/
class VehicleDazzleClass
{
public:
VehicleDazzleClass(void);
~VehicleDazzleClass(void);
void Set_Model(DazzleRenderObjClass * model);
void Set_Time_Of_Day(float time);
void Pre_Render_Update(VehiclePhysClass * parent);
static bool Is_Vehicle_Dazzle(RenderObjClass * model);
private:
enum { HEADLIGHT_TYPE = 0, BRAKELIGHT_TYPE, BLINKLIGHT_TYPE, NONE = -1};
static int Determine_Type(RenderObjClass * model);
int Type;
DazzleRenderObjClass * Model;
float BlinkRate; //(blinks per minute)
unsigned int CreationTime;
// Not Implemented
VehicleDazzleClass(const VehicleDazzleClass & that);
VehicleDazzleClass & operator = (const VehicleDazzleClass & that);
};
#endif // VEHICLEDAZZLE_H