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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
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