99 lines
4.2 KiB
C
99 lines
4.2 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/explosion.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 1/09/02 3:16p $*
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* *
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* $Revision:: 17 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef EXPLOSION_H
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#define EXPLOSION_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef DEFINITION_H
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#include "definition.h"
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#endif
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class ArmedGameObj;
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class BuildingGameObj;
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class DamageableGameObj;
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/*
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**
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*/
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class ExplosionDefinitionClass : public DefinitionClass {
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public:
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ExplosionDefinitionClass( void );
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virtual uint32 Get_Class_ID( void ) const;
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virtual PersistClass * Create( void ) const { WWASSERT( 0 ); return NULL; }
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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DECLARE_EDITABLE( ExplosionDefinitionClass, DefinitionClass );
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int PhysDefID;
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int SoundDefID;
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float DamageRadius;
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float DamageStrength;
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int DamageWarhead;
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bool DamageIsScaled;
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StringClass DecalFilename;
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float DecalSize;
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bool AnimatedExplosion;
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float CameraShakeIntensity;
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float CameraShakeRadius;
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float CameraShakeDuration;
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};
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/*
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** Explosion Manager
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*/
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class ExplosionManager {
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public:
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static void Create_Explosion_At( int exlosion_id, const Vector3 & pos, ArmedGameObj * damager, const Vector3 & blast_direction = Vector3( 0,0,-1), DamageableGameObj * force_victim = NULL );
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static void Create_Explosion_At( int exlosion_id, const Matrix3D & tm, ArmedGameObj * damager, const Vector3 & blast_direction = Vector3( 0,0,-1), DamageableGameObj * force_victim = NULL );
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static void Explosion_Damage_Building( int exlosion_id, BuildingGameObj * building, bool mct_damage, ArmedGameObj * damager );
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static void Server_Explode( int explosion_id, const Vector3 & pos, int owner_id, DamageableGameObj * force_victim = NULL );
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static void Explode( int explosion_id, const Vector3 & pos, int owner_id, int victim_id = 0 );
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};
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#endif // EMITTER_H
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