/* ** 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 . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/c4.h $* * * * $Author:: Greg_h $* * * * $Modtime:: 1/08/02 3:05p $* * * * $Revision:: 33 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef C4_H #define C4_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef SIMPLEGAMEOBJ_H #include "simplegameobj.h" #endif #ifndef TIMEMGR_H #include "timemgr.h" #endif class AmmoDefinitionClass; class StaticAnimPhysClass; /* ** C4GameObjDef - Defintion class for a C4GameObj */ class C4GameObjDef : public SimpleGameObjDef { public: C4GameObjDef( 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( C4GameObjDef, SimpleGameObjDef ); float ThrowVelocity; protected: friend class C4GameObj; }; /* ** */ class C4GameObj : public SimpleGameObj { public: C4GameObj(); virtual ~C4GameObj(); // Definitions virtual void Init( void ); void Init( const C4GameObjDef & definition ); const C4GameObjDef & Get_Definition( void ) const ; // Save / Load / Construction Factory virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); virtual const PersistFactoryClass & Get_Factory( void ) const; virtual C4GameObj * As_C4GameObj( void ) { return this; } void Init_C4( const AmmoDefinitionClass * def, SoldierGameObj *owner, int detonation_mode, const Matrix3D & tm ); virtual CollisionReactionType Collision_Occurred( const CollisionEventClass & event ); virtual void Think(); virtual void Post_Think(); virtual void Get_Information( StringClass & string ); virtual void Export_Rare( BitStreamClass &packet ); virtual void Import_Rare( BitStreamClass &packet ); ScriptableGameObj * Get_Stuck_Object(void) { return StuckObject.Get_Ptr(); } virtual void Completely_Damaged( const OffenseObjectClass & damager ); SoldierGameObj *Get_Owner( void ) const { return (SoldierGameObj *)Owner.Get_Ptr(); } void Defuse( void ); static void Maintain_C4_Limit( int player_type ); private: float Timer; GameObjReference Owner; void * OwnerBackup; const AmmoDefinitionClass * AmmoDefinition; int DetonationMode; bool Stuck; bool StuckToObject; GameObjReference StuckObject; Vector3 StuckOffset; int StuckBone; StaticAnimPhysClass * StuckStaticAnimObj; bool StuckMCT; float Age; void Detonate( void ); void Restore_Owner( void ); }; #endif // C4_H