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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/>.
- */
- /***********************************************************************************************
- *** 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
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