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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 : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/specialeffectsgameobj.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 7/16/01 11:20a $*
- * *
- * $Revision:: 3 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __SPECIALEFFECTSGAMEOBJ_H
- #define __SPECIALEFFECTSGAMEOBJ_H
- #include "physicalgameobj.h"
- ////////////////////////////////////////////////////////////////
- // Forward declarations
- ////////////////////////////////////////////////////////////////
- class ChunkSaveClass;
- class ChunkLoadClass;
- ////////////////////////////////////////////////////////////////
- //
- // SpecialEffectsGameObjDef
- //
- ////////////////////////////////////////////////////////////////
- class SpecialEffectsGameObjDef : public PhysicalGameObjDef
- {
- public:
-
- DECLARE_EDITABLE (SpecialEffectsGameObjDef, PhysicalGameObjDef);
-
- ////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////
- SpecialEffectsGameObjDef (void);
- virtual ~SpecialEffectsGameObjDef (void);
- ////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////
- uint32 Get_Class_ID (void) const;
- PersistClass * Create (void) const;
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- protected:
- ////////////////////////////////////////////////////////////////
- // Protected methods
- ////////////////////////////////////////////////////////////////
- void Save_Variables (ChunkSaveClass &csave);
- void Load_Variables (ChunkLoadClass &cload);
- ////////////////////////////////////////////////////////////////
- // Protected member data
- ////////////////////////////////////////////////////////////////
- StringClass AnimationName;
- int SoundDefID;
- ////////////////////////////////////////////////////////////////
- // Friends
- ////////////////////////////////////////////////////////////////
- friend class SpecialEffectsGameObj;
- };
- ////////////////////////////////////////////////////////////////
- //
- // SpecialEffectsGameObj
- //
- ////////////////////////////////////////////////////////////////
- class SpecialEffectsGameObj : public PhysicalGameObj
- {
- public:
-
- ////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////
- SpecialEffectsGameObj (void);
- virtual ~SpecialEffectsGameObj (void);
- ////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////
- //
- // Definition support
- //
- virtual void Init( void );
- void Init (const SpecialEffectsGameObjDef &definition);
- const SpecialEffectsGameObjDef & Get_Definition (void) const;
- //
- // From PersistClass
- //
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- //
- // Thinking
- //
- void Think (void);
- protected:
- ////////////////////////////////////////////////////////////////
- // Protected methods
- ////////////////////////////////////////////////////////////////
- void Do_Effect (void);
- void Save_Variables (ChunkSaveClass &csave);
- void Load_Variables (ChunkLoadClass &cload);
- ////////////////////////////////////////////////////////////////
- // Protected member data
- ////////////////////////////////////////////////////////////////
- float LifeRemaining;
- bool IsInitialized;
- };
- #endif //__SPECIALEFFECTSGAMEOBJ_H
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