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:
125
Code/Combat/transitiongameobj.h
Normal file
125
Code/Combat/transitiongameobj.h
Normal file
@@ -0,0 +1,125 @@
|
||||
/*
|
||||
** 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/>.
|
||||
*/
|
||||
|
||||
/***********************************************************************************************
|
||||
*** Confidential - Westwood Studios ***
|
||||
***********************************************************************************************
|
||||
* *
|
||||
* Project Name : Commando *
|
||||
* *
|
||||
* $Archive:: /Commando/Code/Combat/transitiongameobj.h $*
|
||||
* *
|
||||
* $Author:: Patrick $*
|
||||
* *
|
||||
* $Modtime:: 11/16/01 3:19p $*
|
||||
* *
|
||||
* $Revision:: 11 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#ifndef TRANSITIONGAMEOBJ_H
|
||||
#define TRANSITIONGAMEOBJ_H
|
||||
|
||||
#ifndef ALWAYS_H
|
||||
#include "always.h"
|
||||
#endif
|
||||
|
||||
#ifndef BASEGAMEOBJ_H
|
||||
#include "basegameobj.h"
|
||||
#endif
|
||||
|
||||
#ifndef TRANSITION_H
|
||||
#include "transition.h"
|
||||
#endif
|
||||
|
||||
/*
|
||||
** TransitionGameObjDef - Defintion class for a TransitionGameObj
|
||||
*/
|
||||
class TransitionGameObjDef : public BaseGameObjDef
|
||||
{
|
||||
public:
|
||||
TransitionGameObjDef( void ) {};
|
||||
virtual ~TransitionGameObjDef( void );
|
||||
|
||||
virtual uint32 Get_Class_ID( void ) const;
|
||||
virtual PersistClass * Create( void ) const ;
|
||||
virtual bool Save( ChunkSaveClass &csave );
|
||||
virtual bool Load( ChunkLoadClass &cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
|
||||
TRANSITION_DATA_LIST * Get_Transition_List( void ) { return &Transitions; }
|
||||
const TRANSITION_DATA_LIST & Get_Transition_List( void ) const { return Transitions; }
|
||||
void Free_Transition_List( void );
|
||||
|
||||
protected:
|
||||
|
||||
TRANSITION_DATA_LIST Transitions;
|
||||
|
||||
friend class TransitionGameObj;
|
||||
};
|
||||
|
||||
/*
|
||||
**
|
||||
*/
|
||||
class TransitionGameObj : public BaseGameObj {
|
||||
|
||||
public:
|
||||
TransitionGameObj();
|
||||
~TransitionGameObj();
|
||||
|
||||
// Definitions
|
||||
virtual void Init( void );
|
||||
void Init( const TransitionGameObjDef & definition );
|
||||
const TransitionGameObjDef & Get_Definition( void ) const ;
|
||||
|
||||
// Save / Load / Construction Factory
|
||||
virtual bool Save( ChunkSaveClass & csave );
|
||||
virtual bool Load( ChunkLoadClass & cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
virtual void On_Post_Load( void );
|
||||
|
||||
// Physics
|
||||
void Set_Transform(const Matrix3D & tm);
|
||||
const Matrix3D & Get_Transform(void) const;
|
||||
|
||||
// Transition access
|
||||
void Create_Transitions( void );
|
||||
void Destroy_Transitions( void );
|
||||
void Update_Transitions( void );
|
||||
|
||||
int Get_Transition_Count( void ) const { return TransitionInstances.Count(); }
|
||||
TransitionInstanceClass * Get_Transition( int index ) { return TransitionInstances[index]; }
|
||||
|
||||
//
|
||||
// Ladder support
|
||||
//
|
||||
int Get_Ladder_Index( void ) { return LadderIndex; }
|
||||
void Set_Ladder_Index( int ladder_index );
|
||||
|
||||
protected:
|
||||
|
||||
DynamicVectorClass<TransitionInstanceClass *> TransitionInstances;
|
||||
Matrix3D TM;
|
||||
int LadderIndex;
|
||||
};
|
||||
|
||||
|
||||
#endif // TRANSITIONGAMEOBJ_H
|
||||
|
||||
Reference in New Issue
Block a user