specialeffectsgameobj.h 5.7 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/specialeffectsgameobj.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 7/16/01 11:20a $*
  29. * *
  30. * $Revision:: 3 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __SPECIALEFFECTSGAMEOBJ_H
  39. #define __SPECIALEFFECTSGAMEOBJ_H
  40. #include "physicalgameobj.h"
  41. ////////////////////////////////////////////////////////////////
  42. // Forward declarations
  43. ////////////////////////////////////////////////////////////////
  44. class ChunkSaveClass;
  45. class ChunkLoadClass;
  46. ////////////////////////////////////////////////////////////////
  47. //
  48. // SpecialEffectsGameObjDef
  49. //
  50. ////////////////////////////////////////////////////////////////
  51. class SpecialEffectsGameObjDef : public PhysicalGameObjDef
  52. {
  53. public:
  54. DECLARE_EDITABLE (SpecialEffectsGameObjDef, PhysicalGameObjDef);
  55. ////////////////////////////////////////////////////////////////
  56. // Public constructors/destructors
  57. ////////////////////////////////////////////////////////////////
  58. SpecialEffectsGameObjDef (void);
  59. virtual ~SpecialEffectsGameObjDef (void);
  60. ////////////////////////////////////////////////////////////////
  61. // Public methods
  62. ////////////////////////////////////////////////////////////////
  63. uint32 Get_Class_ID (void) const;
  64. PersistClass * Create (void) const;
  65. bool Save (ChunkSaveClass &csave);
  66. bool Load (ChunkLoadClass &cload);
  67. const PersistFactoryClass & Get_Factory (void) const;
  68. protected:
  69. ////////////////////////////////////////////////////////////////
  70. // Protected methods
  71. ////////////////////////////////////////////////////////////////
  72. void Save_Variables (ChunkSaveClass &csave);
  73. void Load_Variables (ChunkLoadClass &cload);
  74. ////////////////////////////////////////////////////////////////
  75. // Protected member data
  76. ////////////////////////////////////////////////////////////////
  77. StringClass AnimationName;
  78. int SoundDefID;
  79. ////////////////////////////////////////////////////////////////
  80. // Friends
  81. ////////////////////////////////////////////////////////////////
  82. friend class SpecialEffectsGameObj;
  83. };
  84. ////////////////////////////////////////////////////////////////
  85. //
  86. // SpecialEffectsGameObj
  87. //
  88. ////////////////////////////////////////////////////////////////
  89. class SpecialEffectsGameObj : public PhysicalGameObj
  90. {
  91. public:
  92. ////////////////////////////////////////////////////////////////
  93. // Public constructors/destructors
  94. ////////////////////////////////////////////////////////////////
  95. SpecialEffectsGameObj (void);
  96. virtual ~SpecialEffectsGameObj (void);
  97. ////////////////////////////////////////////////////////////////
  98. // Public methods
  99. ////////////////////////////////////////////////////////////////
  100. //
  101. // Definition support
  102. //
  103. virtual void Init( void );
  104. void Init (const SpecialEffectsGameObjDef &definition);
  105. const SpecialEffectsGameObjDef & Get_Definition (void) const;
  106. //
  107. // From PersistClass
  108. //
  109. bool Save (ChunkSaveClass &csave);
  110. bool Load (ChunkLoadClass &cload);
  111. const PersistFactoryClass & Get_Factory (void) const;
  112. //
  113. // Thinking
  114. //
  115. void Think (void);
  116. protected:
  117. ////////////////////////////////////////////////////////////////
  118. // Protected methods
  119. ////////////////////////////////////////////////////////////////
  120. void Do_Effect (void);
  121. void Save_Variables (ChunkSaveClass &csave);
  122. void Load_Variables (ChunkLoadClass &cload);
  123. ////////////////////////////////////////////////////////////////
  124. // Protected member data
  125. ////////////////////////////////////////////////////////////////
  126. float LifeRemaining;
  127. bool IsInitialized;
  128. };
  129. #endif //__SPECIALEFFECTSGAMEOBJ_H