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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/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : Renegade *
- * *
- * $Archive:: /Commando/Code/Combat/effectrecycler.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 7/11/01 3:16p $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef EFFECTRECYCLER_H
- #define EFFECTRECYCLER_H
- #include "always.h"
- #include "robjlist.h"
- #include "multilist.h"
- #include "combatphysobserver.h"
- #include "renderobjectrecycler.h"
- class Matrix3D;
- class TimedDecorationPhysDefClass;
- class TimedDecorationPhysClass;
- class RenderObjClass;
- /**
- ** EffectRecyclerClass
- ** This class can recycle any "fire-and-forget" eye-candy type rendering objects. It
- ** will recycle both the render objects and timed-deco-phys wrappers internally. This
- ** system will be used for things in the game like surface-effect particle emitters,
- ** explosions, etc.
- **
- ** This object will create/recycle the desired render object, insert it into the combat
- ** scene, and reclaim the objects when the animation/emitter finishes.
- */
- class EffectRecyclerClass : public CombatPhysObserverClass
- {
- public:
- EffectRecyclerClass(void);
- ~EffectRecyclerClass(void);
- void Reset(void);
- void Spawn_Effect(TimedDecorationPhysDefClass * definition,const Matrix3D & tm);
- void Spawn_Effect(const char * render_obj_name,const Matrix3D & tm,float time = -1.0f);
-
- /*
- ** PhysObserver Interface - whenever an effect expires, we can re-use the model and
- ** physics object.
- */
- virtual void Object_Removed_From_Scene(PhysClass * observed_obj);
- private:
- TimedDecorationPhysClass * internal_get_tdeco(void);
- RenderObjClass * internal_get_model(const char * robj_name,const Matrix3D & tm);
- RenderObjectRecyclerClass ModelRecycler;
- RefMultiListClass<TimedDecorationPhysClass> InactiveTDecos;
- };
- #endif //EFFECTRECYCLER_H
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