/* ** 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 . */ /*********************************************************************************************** *** 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