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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.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 8/17/01 8:27p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef SHAKEABLESTATICPHYS_H
- #define SHAKEABLESTATICPHYS_H
- #include "always.h"
- #include "staticanimphys.h"
- class ShakeableStaticPhysDefClass;
- /**
- ** ShakeableStaticPhysClass
- ** This is a static animated physics class which plays its animation as a "shaking" effect
- ** when it is collided with
- */
- class ShakeableStaticPhysClass : public StaticAnimPhysClass
- {
- public:
- // Constructor and Destructor
- ShakeableStaticPhysClass( void );
- virtual ~ShakeableStaticPhysClass( void );
- // Definitions
- void Init(const ShakeableStaticPhysDefClass & definition);
- const ShakeableStaticPhysDefClass * Get_ShakeableStaticPhysDef(void) const { WWASSERT( Definition ); return (ShakeableStaticPhysDefClass *)Definition; }
- // Play the animation once from start to end, typically going to be called from collision handling code
- void Play_Animation(void);
- // Save / Load
- virtual bool Save(ChunkSaveClass & csave);
- virtual bool Load(ChunkLoadClass & cload);
- virtual const PersistFactoryClass & Get_Factory(void) const;
- };
- /*
- ** ShakeableStaticPhysClass
- */
- class ShakeableStaticPhysDefClass : public StaticAnimPhysDefClass
- {
- public:
- ShakeableStaticPhysDefClass(void);
-
- virtual uint32 Get_Class_ID(void) const;
- virtual const char * Get_Type_Name(void) { return "ShakeableStaticPhysDef"; }
- 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( ShakeableStaticPhysDefClass, StaticAnimPhysDefClass );
- protected:
- friend class ShakeableStaticPhysClass;
- };
- #endif //SHAKEABLESTATICPHYS_H
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