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Initial commit of Command & Conquer Renegade source code.
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144
Code/wwphys/dynamicphys.h
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144
Code/wwphys/dynamicphys.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/dynamicphys.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/17/01 8:43p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef DYNAMICPHYS_H
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#define DYNAMICPHYS_H
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#include "always.h"
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#include "phys.h"
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class DynamicPhysDefClass;
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/**
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** DynamicPhysClass
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** This class adds some behavior that will be common to all dynamic physics objects. It tracks
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** the current vis-ID for the object and has a method to automatically update it which should
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** be called whenever the object moves. This class is not a concrete derived class.
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*/
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class DynamicPhysClass : public PhysClass
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{
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public:
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DynamicPhysClass(void);
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~DynamicPhysClass(void);
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virtual DynamicPhysClass * As_DynamicPhysClass(void) { return this; }
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void Init(const DynamicPhysDefClass & definition);
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virtual void Set_Model(RenderObjClass * model);
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/*
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** Call this whenever the object moves to update its visibility status
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*/
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void Update_Visibility_Status(void);
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virtual int Get_Vis_Object_ID(void);
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/*
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** Simulation and rendering toggles for all dynamic physics objects
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*/
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virtual bool Is_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; }
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virtual bool Is_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; }
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static void Disable_All_Simulation(bool onoff) { _DisableDynamicPhysSimulation = onoff; }
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static void Disable_All_Rendering(bool onoff) { _DisableDynamicPhysRendering = onoff; }
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static bool Is_All_Simulation_Disabled(void) { return _DisableDynamicPhysSimulation; }
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static bool Is_All_Rendering_Disabled(void) { return _DisableDynamicPhysRendering; }
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/*
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** Save-Load System
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*/
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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virtual void On_Post_Load(void);
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protected:
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void Internal_Update_Visibility_Status(void);
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bool DirtyVisObjectID; // dirty flag for the vis object id
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int VisNodeID; // ID of the node this object is in for temporal coherence
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unsigned int VisStatusLastUpdated; // tickcount of last vis update
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private:
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static bool _DisableDynamicPhysSimulation;
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static bool _DisableDynamicPhysRendering;
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/*
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** Not implemented...
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*/
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DynamicPhysClass(const DynamicPhysClass &);
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DynamicPhysClass & operator = (const DynamicPhysClass &);
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};
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/**
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** DynamicPhysDefClass
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** Definition data structure for DynamicPhysClass
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*/
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class DynamicPhysDefClass : public PhysDefClass
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{
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public:
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DynamicPhysDefClass(void);
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// From PersistClass
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// From PhysDefClass
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virtual const char * Get_Type_Name(void) { return "DynamicPhysDef"; }
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virtual bool Is_Type(const char *);
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// Validation methods
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virtual bool Is_Valid_Config (StringClass &message);
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// Editable interface requirements
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DECLARE_EDITABLE(DynamicPhysDefClass,PhysDefClass);
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protected:
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friend class DynamicPhysClass;
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};
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#endif //DYNAMICPHYS_H
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