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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 : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/shakeablestaticphys.cpp $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/17/01 7:02p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "shakeablestaticphys.h"
- #include "simpledefinitionfactory.h"
- #include "persistfactory.h"
- #include "wwphysids.h"
- #include "hanim.h"
- #include "wwdebug.h"
- #include "wwhack.h"
- DECLARE_FORCE_LINK( shakeablestaticphys );
- /*
- ** Chunk Id's used by ShakeableStaticPhysClass
- */
- enum
- {
- SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS = 7311740,
- };
- /*
- ** Chunk Id's used by ShakeableStaticPhysDefClass
- */
- enum
- {
- SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF = 7311734,
- };
- /************************************************************************************************
- **
- ** ShakeableStaticPhysDefClass Implementation
- **
- ************************************************************************************************/
- SimplePersistFactoryClass<ShakeableStaticPhysDefClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYSDEF> _ShakeableStaticPhysDefPersistFactory;
- //(gth) for now, not publishing this class to the editor. I need to find a solution for
- //how to detect when a vehicle collides with this object (vehicles don't actually find out
- //who they collide with!) Also, maybe the feature provided by this class could be rolled into
- //StaticAnim instead of requiring a whole new class...
- #if 0
- DECLARE_DEFINITION_FACTORY(ShakeableStaticPhysDefClass, CLASSID_SHAKEABLESTATICPHYSDEF, "ShakeableStaticPhys") _ShakeableStaticPhysDefDefFactory;
- #endif
- ShakeableStaticPhysDefClass::ShakeableStaticPhysDefClass(void)
- {
- }
- uint32 ShakeableStaticPhysDefClass::Get_Class_ID(void) const
- {
- return CLASSID_SHAKEABLESTATICPHYSDEF;
- }
- bool ShakeableStaticPhysDefClass::Is_Type(const char * type_name)
- {
- if (stricmp(type_name,ShakeableStaticPhysDefClass::Get_Type_Name()) == 0) {
- return true;
- } else {
- return StaticAnimPhysDefClass::Is_Type(type_name);
- }
- }
- PersistClass * ShakeableStaticPhysDefClass::Create(void) const
- {
- ShakeableStaticPhysClass * obj = new ShakeableStaticPhysClass;
- obj->Init(*this);
- return obj;
- }
- bool ShakeableStaticPhysDefClass::Save(ChunkSaveClass & csave)
- {
- csave.Begin_Chunk(SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF);
- StaticAnimPhysDefClass::Save(csave);
- csave.End_Chunk();
- return true;
- }
- bool ShakeableStaticPhysDefClass::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF:
- StaticAnimPhysDefClass::Load( cload );
- break;
-
- default:
- WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhysDef chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
- const PersistFactoryClass & ShakeableStaticPhysDefClass::Get_Factory (void) const
- {
- return _ShakeableStaticPhysDefPersistFactory;
- }
- /************************************************************************************************
- **
- ** ShakeableStaticPhysClass Implementation
- **
- ************************************************************************************************/
- SimplePersistFactoryClass<ShakeableStaticPhysClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYS> _ShakeableStaticPhysPersistFactory;
- const PersistFactoryClass & ShakeableStaticPhysClass::Get_Factory (void) const
- {
- return _ShakeableStaticPhysPersistFactory;
- }
- ShakeableStaticPhysClass::ShakeableStaticPhysClass(void)
- {
- }
- ShakeableStaticPhysClass::~ShakeableStaticPhysClass( void )
- {
- }
- void ShakeableStaticPhysClass::Init( const ShakeableStaticPhysDefClass & def )
- {
- StaticAnimPhysClass::Init(def);
- }
- void ShakeableStaticPhysClass::Play_Animation(void)
- {
- /*
- ** When a vehicle collides with this object, it will call this function
- ** to cause the shake animation to play. We simply set the current frame
- ** number to the start of the animation and set the target frame number
- ** to the end of the animation...
- */
- AnimCollisionManagerClass & anim_mgr = Get_Animation_Manager();
-
- HAnimClass * anim = anim_mgr.Peek_Animation();
- if (anim != NULL) {
- anim_mgr.Set_Current_Frame(0);
- anim_mgr.Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_TARGET);
- anim_mgr.Set_Target_Frame(anim->Get_Num_Frames()-1);
- }
- }
- bool ShakeableStaticPhysClass::Save( ChunkSaveClass & csave )
- {
- /*
- ** Save the parent class data
- */
- csave.Begin_Chunk(SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS);
- StaticAnimPhysClass::Save( csave );
- csave.End_Chunk();
- return true;
- }
- bool ShakeableStaticPhysClass::Load(ChunkLoadClass & cload)
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS:
- StaticAnimPhysClass::Load( cload );
- break;
-
- default:
- WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhys chunkID\n" ));
- break;
- }
- cload.Close_Chunk();
- }
- return true;
- }
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