buildingmonitor.h 4.5 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** 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 ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Combat *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/buildingmonitor.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 11/29/01 11:03a $*
  29. * *
  30. * $Revision:: 4 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __BUILDINGMONITOR_H
  39. #define __BUILDINGMONITOR_H
  40. #include "gameobjobserver.h"
  41. ////////////////////////////////////////////////////////////////
  42. // Forward declarations
  43. ////////////////////////////////////////////////////////////////
  44. class BuildingGameObj;
  45. ////////////////////////////////////////////////////////////////
  46. //
  47. // BuildingMonitorClass
  48. //
  49. ////////////////////////////////////////////////////////////////
  50. class BuildingMonitorClass : public GameObjObserverClass
  51. {
  52. public:
  53. ////////////////////////////////////////////////////////////////////
  54. // Public constructors/destructors
  55. ////////////////////////////////////////////////////////////////////
  56. BuildingMonitorClass (void) :
  57. Building (NULL) {}
  58. ~BuildingMonitorClass (void) {}
  59. ////////////////////////////////////////////////////////////////////
  60. // Public methods
  61. ////////////////////////////////////////////////////////////////////
  62. void Set_Building (BuildingGameObj *building) { Building = building; }
  63. //
  64. // From GameObjObeserverClass
  65. //
  66. const char * Get_Name (void) { return "BuildingMonitorClass"; }
  67. void Killed (GameObject *game_obj, GameObject *killer);
  68. void Damaged (GameObject *game_obj, GameObject *damager, float amount );
  69. void Custom (GameObject *game_obj, int type, int param, GameObject *sender);
  70. //
  71. // Unused methods from the base class
  72. //
  73. void Attach (GameObject *) {}
  74. void Detach (GameObject *) {}
  75. void Created (GameObject *) {}
  76. void Destroyed (GameObject *) {}
  77. void Sound_Heard (GameObject *, const CombatSound &) {}
  78. void Enemy_Seen (GameObject *, GameObject *) {}
  79. void Action_Complete (GameObject *, int, ActionCompleteReason) {}
  80. void Timer_Expired (GameObject *, int) {}
  81. void Animation_Complete (GameObject *, const char *) {}
  82. void Poked (GameObject *, GameObject *) {}
  83. void Entered (GameObject *, GameObject *) {}
  84. void Exited (GameObject *, GameObject *) {}
  85. private:
  86. ////////////////////////////////////////////////////////////////////
  87. // Private member data
  88. ////////////////////////////////////////////////////////////////////
  89. BuildingGameObj * Building;
  90. };
  91. #endif //__BUILDINGMONITOR_H