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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/cinematicgameobj.h $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 9/17/01 4:24p $*
- * *
- * $Revision:: 19 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef CINEMATICGAMEOBJ_H
- #define CINEMATICGAMEOBJ_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef ARMEDGAMEOBJ_H
- #include "armedgameobj.h"
- #endif
- class AudibleSoundClass;
- /*
- ** CinematicGameObjDef - Defintion class for a CinematicGameObj
- */
- class CinematicGameObjDef : public ArmedGameObjDef
- {
- public:
- CinematicGameObjDef( 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( CinematicGameObjDef, ArmedGameObjDef );
- protected:
- int SoundDefID;
- StringClass SoundBoneName;
- StringClass AnimationName;
- bool AutoFireWeapon;
- bool DestroyAfterAnimation;
- bool CameraRelative;
- friend class CinematicGameObj;
- };
- /*
- **
- */
- class CinematicGameObj : public ArmedGameObj {
- public:
- CinematicGameObj();
- virtual ~CinematicGameObj();
- // Definitions
- virtual void Init( void );
- void Init( const CinematicGameObjDef & definition );
- const CinematicGameObjDef & Get_Definition( void ) const ;
- void Cinematic_Init( void );
- // Save / Load / Construction Factory
- virtual bool Save( ChunkSaveClass & csave );
- virtual bool Load( ChunkLoadClass & cload );
- virtual void On_Post_Load( void );
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- // Think
- virtual void Think( void );
- virtual void Post_Think( void );
- // Type Identification
- virtual CinematicGameObj *As_CinematicGameObj( void ) { return this; }
- // Sound
- void Set_Sound( int sound_def_id, const char * bone_name = "" );
- // Damage
- virtual bool Takes_Explosion_Damage( void ) { return false; }
- virtual void Completely_Damaged( const OffenseObjectClass & damager );
- // Information
- float Get_Animation_Length( void );
- // Network support
- //TSS: why import with no export?
- //virtual void Import_Creation( BitStreamClass &packet );
- // Network support
- virtual void Export_Rare( BitStreamClass &packet );
- virtual void Import_Rare( BitStreamClass &packet );
- protected:
- AudibleSoundClass *Sound;
- };
- #endif // CINEMATICGAMEOBJ_H
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