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CnC_Renegade/Code/Combat/cinematicgameobj.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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/cinematicgameobj.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 9/17/01 4:24p $*
* *
* $Revision:: 19 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef CINEMATICGAMEOBJ_H
#define CINEMATICGAMEOBJ_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef ARMEDGAMEOBJ_H
#include "armedgameobj.h"
#endif
class AudibleSoundClass;
/*
** CinematicGameObjDef - Defintion class for a CinematicGameObj
*/
class CinematicGameObjDef : public ArmedGameObjDef
{
public:
CinematicGameObjDef( 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( CinematicGameObjDef, ArmedGameObjDef );
protected:
int SoundDefID;
StringClass SoundBoneName;
StringClass AnimationName;
bool AutoFireWeapon;
bool DestroyAfterAnimation;
bool CameraRelative;
friend class CinematicGameObj;
};
/*
**
*/
class CinematicGameObj : public ArmedGameObj {
public:
CinematicGameObj();
virtual ~CinematicGameObj();
// Definitions
virtual void Init( void );
void Init( const CinematicGameObjDef & definition );
const CinematicGameObjDef & Get_Definition( void ) const ;
void Cinematic_Init( void );
// Save / Load / Construction Factory
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual void On_Post_Load( void );
virtual const PersistFactoryClass & Get_Factory( void ) const;
// Think
virtual void Think( void );
virtual void Post_Think( void );
// Type Identification
virtual CinematicGameObj *As_CinematicGameObj( void ) { return this; }
// Sound
void Set_Sound( int sound_def_id, const char * bone_name = "" );
// Damage
virtual bool Takes_Explosion_Damage( void ) { return false; }
virtual void Completely_Damaged( const OffenseObjectClass & damager );
// Information
float Get_Animation_Length( void );
// Network support
//TSS: why import with no export?
//virtual void Import_Creation( BitStreamClass &packet );
// Network support
virtual void Export_Rare( BitStreamClass &packet );
virtual void Import_Rare( BitStreamClass &packet );
protected:
AudibleSoundClass *Sound;
};
#endif // CINEMATICGAMEOBJ_H