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- /*
- ** 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/basegameobj.h $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 10/15/01 7:48p $*
- * *
- * $Revision:: 17 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef BASEGAMEOBJ_H
- #define BASEGAMEOBJ_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef PERSIST_H
- #include "persist.h"
- #endif
- #ifndef DEFINITION_H
- #include "definition.h"
- #endif
- #ifndef __NETWORKOBJECT_H
- #include "networkobject.h"
- #endif
- #include "netclassids.h"
- /*
- **
- */
- class SmartGameObj;
- class PhysicalGameObj;
- class ScriptableGameObj;
- class VehicleGameObj;
- /*
- ** BaseGameObjDef - Defintion class for a BaseGameObj
- */
- class BaseGameObjDef : public DefinitionClass
- {
- public:
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- };
- /*
- **
- */
- class BaseGameObj : public PersistClass, public NetworkObjectClass {
- public:
- // Constructor and Destructor
- BaseGameObj( void );
- virtual ~BaseGameObj( void );
- // Definitions
- virtual void Init( void ) = 0;
- void Init( const BaseGameObjDef & definition );
- const BaseGameObjDef & Get_Definition( void ) const ;
- // Save / Load
- virtual bool Save( ChunkSaveClass & csave );
- virtual bool Load( ChunkLoadClass & cload );
- // Thinking
- virtual void Think() { IsPostThinkAllowed = true; }
- virtual void Post_Think() {};
- // ID
- void Set_ID( int id ) { Set_Network_ID (id); }
- int Get_ID( void ) const { return Get_Network_ID (); }
- // Hibernation
- virtual bool Is_Hibernating( void ) { return false; }
- // Termination
- //virtual void Destroy(bool damaged = false) { DestroyType = damaged ? DESTROY_DAMAGED : DESTROY_CONTROLLED; }
- //bool Is_Destroy() { return (DestroyType != DESTROY_NONE); }
- //bool Is_Damage_Destroyed() { return (DestroyType == DESTROY_DAMAGED); }
- // Type identification
- virtual PhysicalGameObj *As_PhysicalGameObj( void ) { return (PhysicalGameObj*)NULL; };
- virtual VehicleGameObj *As_VehicleGameObj( void ) { return (VehicleGameObj *)NULL; }
- virtual SmartGameObj *As_SmartGameObj( void ) { return (SmartGameObj*)NULL; };
- virtual ScriptableGameObj *As_ScriptableGameObj( void ) { return (ScriptableGameObj*)NULL; };
- // Network support
- virtual uint32 Get_Network_Class_ID( void ) const { return NETCLASSID_GAMEOBJ; }
- virtual void Delete (void) { delete this; }
- bool Is_Post_Think_Allowed( void ) { return IsPostThinkAllowed; }
- void Enable_Cinematic_Freeze( bool enable ) { EnableCinematicFreeze = enable; }
- bool Is_Cinematic_Freeze_Enabled( void ) { return EnableCinematicFreeze; }
- private:
- // Constants
- /*enum
- {
- DESTROY_NONE = 0,
- DESTROY_DAMAGED,
- DESTROY_CONTROLLED
- };*/
- // Member data
- const BaseGameObjDef * Definition;
- //int DestroyType;
- //int ID;
- // This is used to prevent postthinking before a think call
- bool IsPostThinkAllowed;
- // This keeps certain object alive during cinematic freeze
- bool EnableCinematicFreeze;
- };
- #endif // BASEGAMEOBJ_H
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