mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
149
Code/Combat/damageablestaticphys.h
Normal file
149
Code/Combat/damageablestaticphys.h
Normal file
@@ -0,0 +1,149 @@
|
||||
/*
|
||||
** 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 : Combat *
|
||||
* *
|
||||
* $Archive:: /Commando/Code/Combat/damageablestaticphys.h $*
|
||||
* *
|
||||
* Original Author:: Greg Hjelstrom *
|
||||
* *
|
||||
* $Author:: Greg_h $*
|
||||
* *
|
||||
* $Modtime:: 8/17/01 8:27p $*
|
||||
* *
|
||||
* $Revision:: 9 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
|
||||
#ifndef DAMAGEABLESTATICPHYS_H
|
||||
#define DAMAGEABLESTATICPHYS_H
|
||||
|
||||
#include "always.h"
|
||||
#include "staticanimphys.h"
|
||||
#include "damage.h"
|
||||
|
||||
|
||||
class DamageableStaticPhysDefClass;
|
||||
|
||||
/**
|
||||
** DamageableStaticPhysClass
|
||||
** This is a static physics object which tracks its health. When the health drops to zero,
|
||||
** it plays its animation and stops on the end frame.
|
||||
*/
|
||||
class DamageableStaticPhysClass : public StaticAnimPhysClass
|
||||
{
|
||||
public:
|
||||
// Constructor and Destructor
|
||||
DamageableStaticPhysClass( void );
|
||||
virtual ~DamageableStaticPhysClass( void );
|
||||
|
||||
virtual void Timestep(float dt);
|
||||
|
||||
// RTTI
|
||||
virtual DamageableStaticPhysClass * As_DamageableStaticPhysClass (void) { return this; }
|
||||
|
||||
// Definitions
|
||||
void Init(const DamageableStaticPhysDefClass & definition);
|
||||
const DamageableStaticPhysDefClass * Get_DamageableStaticPhysDef(void) const { WWASSERT( Definition ); return (DamageableStaticPhysDefClass *)Definition; }
|
||||
|
||||
// Damage Management
|
||||
void Apply_Damage_Static( const OffenseObjectClass & offense );
|
||||
|
||||
void Reset_Health(void);
|
||||
|
||||
// Save / Load
|
||||
virtual bool Save(ChunkSaveClass & csave);
|
||||
virtual bool Load(ChunkLoadClass & cload);
|
||||
virtual const PersistFactoryClass & Get_Factory(void) const;
|
||||
|
||||
protected:
|
||||
|
||||
void Start_Loop(void);
|
||||
void Play_Twitch(void);
|
||||
void Play_Death_Transition(void);
|
||||
|
||||
enum {
|
||||
STATE_LIVE_LOOP = 0,
|
||||
STATE_LIVE_TWITCH,
|
||||
STATE_DEATH_TRANSITION,
|
||||
STATE_DEAD_LOOP,
|
||||
STATE_DEAD_TWITCH,
|
||||
};
|
||||
|
||||
int CurState;
|
||||
DefenseObjectClass DefenseObject;
|
||||
|
||||
friend class DSAPONetworkObjectClass;
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
** DamageableStaticPhysDefClass
|
||||
** Damageable static objects support two animation loops and several sequences. An object
|
||||
** can have a pair of frame numbers that are looped between while it is alive (the "Live-Loop"),
|
||||
** a pair that are looped while it is dead (the "Dead-Loop"), a "twitch" sequence that is played
|
||||
** whenever it is shot in either the live or dead state, and a sequence that is played when the
|
||||
** object transitions between alive and dead.
|
||||
*/
|
||||
class DamageableStaticPhysDefClass : public StaticAnimPhysDefClass
|
||||
{
|
||||
public:
|
||||
DamageableStaticPhysDefClass(void);
|
||||
|
||||
virtual uint32 Get_Class_ID(void) const;
|
||||
virtual const char * Get_Type_Name(void) { return "DamageableStaticPhysDef"; }
|
||||
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( DamageableStaticPhysDefClass, StaticAnimPhysDefClass );
|
||||
|
||||
protected:
|
||||
|
||||
int KilledExplosion;
|
||||
|
||||
int LiveLoopStart;
|
||||
int LiveLoopEnd;
|
||||
int LiveTwitchStart;
|
||||
int LiveTwitchEnd;
|
||||
int DeathTransitionStart;
|
||||
int DeathTransitionEnd;
|
||||
int DeadLoopStart;
|
||||
int DeadLoopEnd;
|
||||
int DeadTwitchStart;
|
||||
int DeadTwitchEnd;
|
||||
bool PlayTwitchesToCompletion;
|
||||
DefenseObjectDefClass DefenseObjectDef;
|
||||
|
||||
|
||||
friend class DamageableStaticPhysClass;
|
||||
friend class DSAPONetworkObjectClass;
|
||||
};
|
||||
|
||||
|
||||
#endif // DAMAGEABLESTATICPHYS_H
|
||||
|
||||
Reference in New Issue
Block a user