This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/basegameobj.h

150 lines
5.1 KiB
C
Raw Permalink Normal View History

/*
** 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/basegameobj.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 10/15/01 7:48p $*
* *
* $Revision:: 17 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef BASEGAMEOBJ_H
#define BASEGAMEOBJ_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef PERSIST_H
#include "persist.h"
#endif
#ifndef DEFINITION_H
#include "definition.h"
#endif
#ifndef __NETWORKOBJECT_H
#include "networkobject.h"
#endif
#include "netclassids.h"
/*
**
*/
class SmartGameObj;
class PhysicalGameObj;
class ScriptableGameObj;
class VehicleGameObj;
/*
** BaseGameObjDef - Defintion class for a BaseGameObj
*/
class BaseGameObjDef : public DefinitionClass
{
public:
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
};
/*
**
*/
class BaseGameObj : public PersistClass, public NetworkObjectClass {
public:
// Constructor and Destructor
BaseGameObj( void );
virtual ~BaseGameObj( void );
// Definitions
virtual void Init( void ) = 0;
void Init( const BaseGameObjDef & definition );
const BaseGameObjDef & Get_Definition( void ) const ;
// Save / Load
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
// Thinking
virtual void Think() { IsPostThinkAllowed = true; }
virtual void Post_Think() {};
// ID
void Set_ID( int id ) { Set_Network_ID (id); }
int Get_ID( void ) const { return Get_Network_ID (); }
// Hibernation
virtual bool Is_Hibernating( void ) { return false; }
// Termination
//virtual void Destroy(bool damaged = false) { DestroyType = damaged ? DESTROY_DAMAGED : DESTROY_CONTROLLED; }
//bool Is_Destroy() { return (DestroyType != DESTROY_NONE); }
//bool Is_Damage_Destroyed() { return (DestroyType == DESTROY_DAMAGED); }
// Type identification
virtual PhysicalGameObj *As_PhysicalGameObj( void ) { return (PhysicalGameObj*)NULL; };
virtual VehicleGameObj *As_VehicleGameObj( void ) { return (VehicleGameObj *)NULL; }
virtual SmartGameObj *As_SmartGameObj( void ) { return (SmartGameObj*)NULL; };
virtual ScriptableGameObj *As_ScriptableGameObj( void ) { return (ScriptableGameObj*)NULL; };
// Network support
virtual uint32 Get_Network_Class_ID( void ) const { return NETCLASSID_GAMEOBJ; }
virtual void Delete (void) { delete this; }
bool Is_Post_Think_Allowed( void ) { return IsPostThinkAllowed; }
void Enable_Cinematic_Freeze( bool enable ) { EnableCinematicFreeze = enable; }
bool Is_Cinematic_Freeze_Enabled( void ) { return EnableCinematicFreeze; }
private:
// Constants
/*enum
{
DESTROY_NONE = 0,
DESTROY_DAMAGED,
DESTROY_CONTROLLED
};*/
// Member data
const BaseGameObjDef * Definition;
//int DestroyType;
//int ID;
// This is used to prevent postthinking before a think call
bool IsPostThinkAllowed;
// This keeps certain object alive during cinematic freeze
bool EnableCinematicFreeze;
};
#endif // BASEGAMEOBJ_H