| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145 |
- /*
- ** 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/c4.h $*
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 1/08/02 3:05p $*
- * *
- * $Revision:: 33 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef C4_H
- #define C4_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef SIMPLEGAMEOBJ_H
- #include "simplegameobj.h"
- #endif
- #ifndef TIMEMGR_H
- #include "timemgr.h"
- #endif
- class AmmoDefinitionClass;
- class StaticAnimPhysClass;
- /*
- ** C4GameObjDef - Defintion class for a C4GameObj
- */
- class C4GameObjDef : public SimpleGameObjDef
- {
- public:
- C4GameObjDef( void );
- virtual uint32 Get_Class_ID( void ) const;
- virtual PersistClass * Create( void ) const ;
- virtual bool Save( ChunkSaveClass &csave );
- virtual bool Load( ChunkLoadClass &cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- DECLARE_EDITABLE( C4GameObjDef, SimpleGameObjDef );
- float ThrowVelocity;
- protected:
- friend class C4GameObj;
- };
- /*
- **
- */
- class C4GameObj : public SimpleGameObj {
- public:
- C4GameObj();
- virtual ~C4GameObj();
- // Definitions
- virtual void Init( void );
- void Init( const C4GameObjDef & definition );
- const C4GameObjDef & Get_Definition( void ) const ;
- // Save / Load / Construction Factory
- virtual bool Save( ChunkSaveClass & csave );
- virtual bool Load( ChunkLoadClass & cload );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- virtual C4GameObj * As_C4GameObj( void ) { return this; }
- void Init_C4( const AmmoDefinitionClass * def, SoldierGameObj *owner, int detonation_mode, const Matrix3D & tm );
- virtual CollisionReactionType Collision_Occurred( const CollisionEventClass & event );
- virtual void Think();
- virtual void Post_Think();
- virtual void Get_Information( StringClass & string );
- virtual void Export_Rare( BitStreamClass &packet );
- virtual void Import_Rare( BitStreamClass &packet );
- ScriptableGameObj * Get_Stuck_Object(void) { return StuckObject.Get_Ptr(); }
- virtual void Completely_Damaged( const OffenseObjectClass & damager );
- SoldierGameObj *Get_Owner( void ) const { return (SoldierGameObj *)Owner.Get_Ptr(); }
- void Defuse( void );
- static void Maintain_C4_Limit( int player_type );
- private:
- float Timer;
- GameObjReference Owner;
- void * OwnerBackup;
- const AmmoDefinitionClass * AmmoDefinition;
- int DetonationMode;
-
- bool Stuck;
-
- bool StuckToObject;
- GameObjReference StuckObject;
- Vector3 StuckOffset;
- int StuckBone;
- StaticAnimPhysClass * StuckStaticAnimObj;
- bool StuckMCT;
-
- float Age;
- void Detonate( void );
- void Restore_Owner( void );
- };
- #endif // C4_H
|