ridermanager.h 3.3 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/ridermanager.h $*
  25. * *
  26. * Original Author:: Greg Hjelstrom *
  27. * *
  28. * $Author:: Greg_h $*
  29. * *
  30. * $Modtime:: 9/09/01 2:54p $*
  31. * *
  32. * $Revision:: 4 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. #ifndef RIDERMANAGER_H
  38. #define RIDERMANAGER_H
  39. #include "always.h"
  40. #include "physlist.h"
  41. class Matrix3D;
  42. class RenderObjClass;
  43. /**
  44. ** RiderManagerClass
  45. ** This object is meant to be embedded in physics objects which can have other
  46. ** physics objects ride on/in them. It keeps track of the objects which are attached
  47. ** and provides functions for updating all of them when you move.
  48. */
  49. class RiderManagerClass
  50. {
  51. public:
  52. RiderManagerClass(void);
  53. ~RiderManagerClass(void);
  54. void Link_Rider(PhysClass * obj);
  55. void Unlink_Rider(PhysClass * obj);
  56. bool Contains(PhysClass * obj);
  57. void Move_Riders(const Matrix3D & delta,RenderObjClass * carrier_sub_obj = NULL);
  58. NonRefPhysListClass * Get_Rider_List(void) { return &RiderList; }
  59. protected:
  60. NonRefPhysListClass RiderList;
  61. };
  62. #endif