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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/staticanimphys.h
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213
Code/wwphys/staticanimphys.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/staticanimphys.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:: 12/05/01 6:18p $*
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* *
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* $Revision:: 27 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef STATICANIMPHYS_H
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#define STATICANIMPHYS_H
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#include "always.h"
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#include "staticphys.h"
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#include "wwstring.h"
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#include "projectormanager.h"
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#include "animcollisionmanager.h"
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class StaticAnimPhysDefClass;
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class MeshClass;
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/**
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** StaticAnimPhysClass
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** This class is a static object which needs to perform additional processing
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** each frame. Here are some of the features planned for this class:
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** - animation which causes collisions in the world (like doors, elevators and more)
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** - animation which updates a texture projector for effects like spot-lights, animated shadows
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** - It can cause collisions due to its model animating (e.g. doors, lifts)
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** and it can manage a texture projector.
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** - Possibly support multiple models and switch between the models for damage
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*/
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class StaticAnimPhysClass : public StaticPhysClass
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{
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public:
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StaticAnimPhysClass(void);
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~StaticAnimPhysClass(void);
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virtual StaticAnimPhysClass * As_StaticAnimPhysClass(void) { return this; }
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void Init(const StaticAnimPhysDefClass & def);
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virtual void Set_Model(RenderObjClass * model);
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virtual void Vis_Render(SpecialRenderInfoClass & rinfo);
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/*
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** Static properties
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*/
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StaticAnimPhysDefClass * Get_StaticAnimPhysDef(void) { return (StaticAnimPhysDefClass *)Definition; }
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/*
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** Processing
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*/
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virtual bool Needs_Timestep(void);
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virtual void Timestep(float dt);
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/*
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** State Import/Export and Save/Load
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*/
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virtual bool Has_Dynamic_State(void) { return true; }
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virtual void Save_State(ChunkSaveClass & csave);
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virtual void Load_State(ChunkLoadClass & cload);
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/*
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** Riders
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*/
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virtual bool Internal_Link_Rider(PhysClass * rider);
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virtual bool Internal_Unlink_Rider(PhysClass * rider);
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/*
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** Animation and animated collision control
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*/
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AnimCollisionManagerClass & Get_Animation_Manager(void) { return AnimManager; }
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/*
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** Shadow control. These are static texture projectors which affect
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** dynamic objects. Examples are tree shadows and stained glass windows
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*/
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void Set_Shadow(TexProjectClass * shadow);
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virtual bool Is_Casting_Shadow(void) { return (ShadowProjector != NULL); }
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void Debug_Display_Shadow(const Vector2 & v0,const Vector2 & v1);
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/*
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** Save-Load Support
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*/
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virtual const PersistFactoryClass & Get_Factory(void) const;
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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 Update_Cached_Model_Parameters(void);
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virtual void Update_Sun_Status(void);
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protected:
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/*
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** Attached Projector Management
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*/
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ProjectorManagerClass ProjectorManager;
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/*
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** Animation, animated collision, and rider management
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*/
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AnimCollisionManagerClass AnimManager;
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/*
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** Static shadow management
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*/
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TexProjectClass * ShadowProjector;
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private:
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StaticAnimPhysClass(const StaticPhysClass &);
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StaticAnimPhysClass & operator = (const StaticPhysClass &);
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};
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/**
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** StaticAnimPhysDefClass
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** Initialization data structure for StaticAnimPhysClass
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*/
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class StaticAnimPhysDefClass : public StaticPhysDefClass
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{
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public:
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StaticAnimPhysDefClass(void);
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// From DefinitionClass
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virtual uint32 Get_Class_ID (void) const;
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virtual PersistClass * Create(void) const;
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// From PhysDefClass
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virtual const char * Get_Type_Name(void) { return "StaticAnimPhysDef"; }
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virtual bool Is_Type(const char *);
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// From PersistClass
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virtual const PersistFactoryClass & Get_Factory (void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// Editable interface requirements
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DECLARE_EDITABLE(StaticAnimPhysDefClass,StaticPhysDefClass);
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// Accessors
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bool Shadow_Dynamic_Objs(void) { return ShadowDynamicObjs; }
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bool Shadow_Is_Additive(void) { return ShadowIsAdditive; }
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bool Shadow_Ignores_Z_Rotation(void) { return ShadowIgnoresZRotation; }
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float Shadow_NearZ(void) { return ShadowNearZ; }
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float Shadow_FarZ(void) { return ShadowFarZ; }
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float Shadow_Intensity(void) { return ShadowIntensity; }
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bool Does_Collide_In_Pathfind(void) { return DoesCollideInPathfind; }
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protected:
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bool IsCosmetic;
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// Animation and animated collision support
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AnimCollisionManagerDefClass AnimManagerDef;
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// Animated projector support
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ProjectorManagerDefClass ProjectorManagerDef;
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// Static shadow support
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bool ShadowDynamicObjs;
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bool ShadowIsAdditive;
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bool ShadowIgnoresZRotation;
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float ShadowNearZ;
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float ShadowFarZ;
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float ShadowIntensity;
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// Pathfind support
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bool DoesCollideInPathfind;
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friend class StaticAnimPhysClass;
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};
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#endif //STATICANIMPHYS_H
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