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CnC_Renegade/Code/Combat/repairbaygameobj.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/repairbaygameobj.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 7/16/01 11:20a $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __REPAIRBAYGAMEOBJ_H
#define __REPAIRBAYGAMEOBJ_H
#include "always.h"
#include "building.h"
////////////////////////////////////////////////////////////////
// Forward delcarations
////////////////////////////////////////////////////////////////
class BaseControllerClass;
class SimpleGameObj;
////////////////////////////////////////////////////////////////
//
// RepairBayGameObjDef
//
////////////////////////////////////////////////////////////////
class RepairBayGameObjDef : public BuildingGameObjDef
{
public:
////////////////////////////////////////////////////////////////
// Friends
////////////////////////////////////////////////////////////////
friend class RepairBayGameObj;
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
RepairBayGameObjDef (void);
~RepairBayGameObjDef (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
uint32 Get_Class_ID (void) const;
PersistClass * Create (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
const PersistFactoryClass & Get_Factory (void) const;
////////////////////////////////////////////////////////////////
// Editable support
////////////////////////////////////////////////////////////////
DECLARE_EDITABLE (RepairBayGameObjDef, BuildingGameObjDef);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////
float RepairPerSec;
int RepairingStaticAnimDefID;
};
////////////////////////////////////////////////////////////////
//
// RepairBayGameObj
//
////////////////////////////////////////////////////////////////
class RepairBayGameObj : public BuildingGameObj
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
RepairBayGameObj (void);
~RepairBayGameObj (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Definition support
//
virtual void Init( void );
void Init (const RepairBayGameObjDef & definition);
const RepairBayGameObjDef & Get_Definition (void) const;
//
// RTTI
//
RepairBayGameObj * As_RepairBayGameObj (void) { return this; }
//
// Persist support
//
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
const PersistFactoryClass & Get_Factory (void) const;
//
// From BuildingGameObj
//
void CnC_Initialize (BaseControllerClass *base);
//
// GameObj methods
//
void Think (void);
//
// Network support
//
void Export_Creation (BitStreamClass &packet);
void Import_Creation (BitStreamClass &packet);
private:
////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////
void Load_Variables (ChunkLoadClass &cload);
bool Repair_Vehicle (void);
void Play_Repairing_Animation (bool onoff);
void Update_Repairing_Animations (void);
void Emit_Welding_Arc (RenderObjClass *vehicle_model);
////////////////////////////////////////////////////////////////
// Private constants
////////////////////////////////////////////////////////////////
enum
{
ARC_OBJ_COUNT = 4,
BONE_COUNT = 6
};
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
float RepairTimer;
OBBoxClass RepairZone;
int RepairAnimationID;
bool IsReparing;
DynamicVectorClass<GameObjReference> VehicleList;
StaticPhysClass * RepairMesh;
SimpleGameObj * ArcObjects[ARC_OBJ_COUNT];
float ArcLifeRemaining[ARC_OBJ_COUNT];
Matrix3D EndTM;
Matrix3D Bones[BONE_COUNT];
static const char * BoneNames[BONE_COUNT];
};
#endif // __REPAIRBAYGAMEOBJ_H