physobserver.h 4.3 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWPhys *
  23. * *
  24. * $Archive:: /Commando/Code/wwphys/physobserver.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 1/08/02 5:51p $*
  29. * *
  30. * $Revision:: 10 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef PHYSOBSERVER_H
  39. #define PHYSOBSERVER_H
  40. #include "always.h"
  41. class PhysClass;
  42. class RenderObjClass;
  43. struct CastResultStruct;
  44. /*
  45. ** CollisionEventStruct
  46. ** This structure is simply used to package up the information pertaining to
  47. ** a collision.
  48. */
  49. class CollisionEventClass
  50. {
  51. public:
  52. CollisionEventClass(void) :
  53. OtherObj(NULL),
  54. CollisionResult(NULL),
  55. CollidedRenderObj(NULL)
  56. {}
  57. PhysClass * OtherObj; // set to the other object before given to you
  58. const CastResultStruct * CollisionResult; // actual collision data.
  59. RenderObjClass * CollidedRenderObj; // actual render object collided against (may be NULL!)
  60. };
  61. /*
  62. ** CollisionReactionType
  63. ** This is an enumeration of possible replies that an observer can make when
  64. ** it gets a collision event.
  65. */
  66. enum _CollisionReactionType
  67. {
  68. COLLISION_REACTION_DEFAULT,
  69. COLLISION_REACTION_STOP_MOTION,
  70. COLLISION_REACTION_NO_BOUNCE,
  71. };
  72. typedef int CollisionReactionType;
  73. /*
  74. ** ExpirationReactionType
  75. ** This is an enumeration of the responses that the game object can give
  76. ** when the physics object it is observing is about to expire
  77. */
  78. enum _ExpirationReactionType
  79. {
  80. EXPIRATION_DENIED,
  81. EXPIRATION_APPROVED,
  82. };
  83. typedef int ExpirationReactionType;
  84. /*
  85. ** PhysObserverClass
  86. ** This class defines the interface for an observer of a physics object
  87. ** Each physics object can have a single observer installed into it which
  88. ** will be notified when certain things occur.
  89. */
  90. class PhysObserverClass
  91. {
  92. public:
  93. virtual CollisionReactionType Collision_Occurred(const CollisionEventClass & event) { return COLLISION_REACTION_DEFAULT; }
  94. virtual ExpirationReactionType Object_Expired(PhysClass * observed_obj) { return EXPIRATION_APPROVED; }
  95. virtual void Object_Removed_From_Scene(PhysClass * observed_obj) { };
  96. virtual void Object_Shattered_Something(PhysClass * observed_obj, PhysClass * shattered_obj, int surface_type) { };
  97. };
  98. #endif // PHYSOBSERVER_H