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CnC_Renegade/Code/Combat/buildingmonitor.h

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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/buildingmonitor.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/29/01 11:03a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __BUILDINGMONITOR_H
#define __BUILDINGMONITOR_H
#include "gameobjobserver.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class BuildingGameObj;
////////////////////////////////////////////////////////////////
//
// BuildingMonitorClass
//
////////////////////////////////////////////////////////////////
class BuildingMonitorClass : public GameObjObserverClass
{
public:
////////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////////
BuildingMonitorClass (void) :
Building (NULL) {}
~BuildingMonitorClass (void) {}
////////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////////
void Set_Building (BuildingGameObj *building) { Building = building; }
//
// From GameObjObeserverClass
//
const char * Get_Name (void) { return "BuildingMonitorClass"; }
void Killed (GameObject *game_obj, GameObject *killer);
void Damaged (GameObject *game_obj, GameObject *damager, float amount );
void Custom (GameObject *game_obj, int type, int param, GameObject *sender);
//
// Unused methods from the base class
//
void Attach (GameObject *) {}
void Detach (GameObject *) {}
void Created (GameObject *) {}
void Destroyed (GameObject *) {}
void Sound_Heard (GameObject *, const CombatSound &) {}
void Enemy_Seen (GameObject *, GameObject *) {}
void Action_Complete (GameObject *, int, ActionCompleteReason) {}
void Timer_Expired (GameObject *, int) {}
void Animation_Complete (GameObject *, const char *) {}
void Poked (GameObject *, GameObject *) {}
void Entered (GameObject *, GameObject *) {}
void Exited (GameObject *, GameObject *) {}
private:
////////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////////
BuildingGameObj * Building;
};
#endif //__BUILDINGMONITOR_H