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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/shakeablestaticphys.cpp
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224
Code/wwphys/shakeablestaticphys.cpp
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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/shakeablestaticphys.cpp $*
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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 7:02p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "shakeablestaticphys.h"
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#include "simpledefinitionfactory.h"
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#include "persistfactory.h"
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#include "wwphysids.h"
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#include "hanim.h"
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#include "wwdebug.h"
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#include "wwhack.h"
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DECLARE_FORCE_LINK( shakeablestaticphys );
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/*
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** Chunk Id's used by ShakeableStaticPhysClass
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*/
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enum
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{
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SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS = 7311740,
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};
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/*
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** Chunk Id's used by ShakeableStaticPhysDefClass
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*/
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enum
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{
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SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF = 7311734,
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};
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/************************************************************************************************
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**
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** ShakeableStaticPhysDefClass Implementation
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**
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************************************************************************************************/
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SimplePersistFactoryClass<ShakeableStaticPhysDefClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYSDEF> _ShakeableStaticPhysDefPersistFactory;
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//(gth) for now, not publishing this class to the editor. I need to find a solution for
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//how to detect when a vehicle collides with this object (vehicles don't actually find out
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//who they collide with!) Also, maybe the feature provided by this class could be rolled into
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//StaticAnim instead of requiring a whole new class...
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#if 0
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DECLARE_DEFINITION_FACTORY(ShakeableStaticPhysDefClass, CLASSID_SHAKEABLESTATICPHYSDEF, "ShakeableStaticPhys") _ShakeableStaticPhysDefDefFactory;
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#endif
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ShakeableStaticPhysDefClass::ShakeableStaticPhysDefClass(void)
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{
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}
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uint32 ShakeableStaticPhysDefClass::Get_Class_ID(void) const
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{
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return CLASSID_SHAKEABLESTATICPHYSDEF;
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}
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bool ShakeableStaticPhysDefClass::Is_Type(const char * type_name)
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{
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if (stricmp(type_name,ShakeableStaticPhysDefClass::Get_Type_Name()) == 0) {
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return true;
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} else {
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return StaticAnimPhysDefClass::Is_Type(type_name);
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}
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}
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PersistClass * ShakeableStaticPhysDefClass::Create(void) const
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{
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ShakeableStaticPhysClass * obj = new ShakeableStaticPhysClass;
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obj->Init(*this);
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return obj;
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}
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bool ShakeableStaticPhysDefClass::Save(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF);
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StaticAnimPhysDefClass::Save(csave);
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csave.End_Chunk();
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return true;
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}
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bool ShakeableStaticPhysDefClass::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case SHAKEABLESTATICPHYSDEF_CHUNK_STATICANIMPHYSDEF:
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StaticAnimPhysDefClass::Load( cload );
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break;
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default:
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WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhysDef chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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const PersistFactoryClass & ShakeableStaticPhysDefClass::Get_Factory (void) const
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{
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return _ShakeableStaticPhysDefPersistFactory;
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}
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/************************************************************************************************
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**
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** ShakeableStaticPhysClass Implementation
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**
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************************************************************************************************/
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SimplePersistFactoryClass<ShakeableStaticPhysClass, PHYSICS_CHUNKID_SHAKEABLESTATICPHYS> _ShakeableStaticPhysPersistFactory;
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const PersistFactoryClass & ShakeableStaticPhysClass::Get_Factory (void) const
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{
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return _ShakeableStaticPhysPersistFactory;
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}
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ShakeableStaticPhysClass::ShakeableStaticPhysClass(void)
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{
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}
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ShakeableStaticPhysClass::~ShakeableStaticPhysClass( void )
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{
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}
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void ShakeableStaticPhysClass::Init( const ShakeableStaticPhysDefClass & def )
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{
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StaticAnimPhysClass::Init(def);
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}
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void ShakeableStaticPhysClass::Play_Animation(void)
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{
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/*
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** When a vehicle collides with this object, it will call this function
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** to cause the shake animation to play. We simply set the current frame
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** number to the start of the animation and set the target frame number
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** to the end of the animation...
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*/
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AnimCollisionManagerClass & anim_mgr = Get_Animation_Manager();
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HAnimClass * anim = anim_mgr.Peek_Animation();
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if (anim != NULL) {
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anim_mgr.Set_Current_Frame(0);
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anim_mgr.Set_Animation_Mode(AnimCollisionManagerClass::ANIMATE_TARGET);
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anim_mgr.Set_Target_Frame(anim->Get_Num_Frames()-1);
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}
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}
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bool ShakeableStaticPhysClass::Save( ChunkSaveClass & csave )
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{
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/*
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** Save the parent class data
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*/
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csave.Begin_Chunk(SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS);
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StaticAnimPhysClass::Save( csave );
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csave.End_Chunk();
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return true;
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}
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bool ShakeableStaticPhysClass::Load(ChunkLoadClass & cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case SHAKEABLESTATICPHYS_CHUNK_STATICANIMPHYS:
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StaticAnimPhysClass::Load( cload );
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break;
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default:
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WWDEBUG_SAY(( "Unrecognized ShakeableStaticPhys chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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