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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/powerup.h $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 10/25/01 2:44p $*
- * *
- * $Revision:: 43 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef POWERUP_H
- #define POWERUP_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef SIMPLEGAMEOBJ_H
- #include "simplegameobj.h"
- #endif
- class PowerUpGameObj;
- class AudibleSoundClass;
- class WeaponBagClass;
- /*
- ** PowerUpGameObjDef - Defintion class for a PowerUpGameObj
- */
- class PowerUpGameObjDef : public SimpleGameObjDef
- {
- public:
- PowerUpGameObjDef( 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( PowerUpGameObjDef, SimpleGameObjDef );
- // Grant returns true if anything was granted that the grantee didn't already have
- bool Grant( SmartGameObj * obj, PowerUpGameObj * p_powerup = NULL, bool hud_display = true ) const ;
- int Get_Grant_Weapon_ID (void) const { return GrantWeaponID; }
- protected:
- int GrantShieldType;
- float GrantShieldStrength;
- float GrantShieldStrengthMax;
- float GrantHealth;
- float GrantHealthMax;
- int GrantWeaponID;
- bool GrantWeapon;
- int GrantWeaponRounds;
- bool GrantWeaponClips;
- bool Persistent;
- //bool IsCaptureTheFlag;
- int GrantKey;
- bool AlwaysAllowGrant;
- int GrantSoundID;
- StringClass GrantAnimationName;
- int IdleSoundID;
- StringClass IdleAnimationName;
- friend class PowerUpGameObj;
- };
- /*
- **
- */
- class PowerUpGameObj : public SimpleGameObj {
- public:
- PowerUpGameObj( void );
- virtual ~PowerUpGameObj( void );
- // Definitions
- virtual void Init( void );
- void Init( const PowerUpGameObjDef & definition );
- const PowerUpGameObjDef & Get_Definition( void ) const ;
- // Save / Load / Construction Factory
- virtual bool Save( ChunkSaveClass & csave );
- virtual bool Load( ChunkLoadClass & cload );
- virtual void On_Post_Load( void ); // MOVED
- virtual const PersistFactoryClass & Get_Factory( void ) const;
- // Think
- virtual void Think( void );
- void Grant( SmartGameObj * obj );
- // Type identification
- virtual PowerUpGameObj *As_PowerUpGameObj() { return this; }
- static PowerUpGameObj * Create_Backpack( ArmedGameObj * provider );
- // Network support
- virtual bool Is_Always_Dirty( void ) { return false; }
- //virtual void Get_Extended_Information( StringClass & description );
- virtual void Get_Description( StringClass & description );
- void Expire( void );
- protected:
- // State types
- enum
- {
- STATE_BECOMING_IDLE = 0,
- STATE_IDLING,
- STATE_GRANTING,
- STATE_EXPIRING,
- };
- void Set_State( int state );
- void Update_State( void );
- AudibleSoundClass * IdleSoundObj;
- int State;
- float StateEndTimer;
- // For backpacks, which can hold multiple weapons and ammo
- WeaponBagClass * WeaponBag;
- friend class PowerUpGameObjDef;
- };
- #endif // POWERUP_H
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