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CnC_Renegade/Code/Combat/explosion.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/explosion.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 1/09/02 3:16p $*
* *
* $Revision:: 17 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef EXPLOSION_H
#define EXPLOSION_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef DEFINITION_H
#include "definition.h"
#endif
class ArmedGameObj;
class BuildingGameObj;
class DamageableGameObj;
/*
**
*/
class ExplosionDefinitionClass : public DefinitionClass {
public:
ExplosionDefinitionClass( void );
virtual uint32 Get_Class_ID( void ) const;
virtual PersistClass * Create( void ) const { WWASSERT( 0 ); return NULL; }
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
DECLARE_EDITABLE( ExplosionDefinitionClass, DefinitionClass );
int PhysDefID;
int SoundDefID;
float DamageRadius;
float DamageStrength;
int DamageWarhead;
bool DamageIsScaled;
StringClass DecalFilename;
float DecalSize;
bool AnimatedExplosion;
float CameraShakeIntensity;
float CameraShakeRadius;
float CameraShakeDuration;
};
/*
** Explosion Manager
*/
class ExplosionManager {
public:
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 );
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 );
static void Explosion_Damage_Building( int exlosion_id, BuildingGameObj * building, bool mct_damage, ArmedGameObj * damager );
static void Server_Explode( int explosion_id, const Vector3 & pos, int owner_id, DamageableGameObj * force_victim = NULL );
static void Explode( int explosion_id, const Vector3 & pos, int owner_id, int victim_id = 0 );
};
#endif // EMITTER_H