/* ** 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/cinematicgameobj.h $* * * * $Author:: Tom_s $* * * * $Modtime:: 9/17/01 4:24p $* * * * $Revision:: 19 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef CINEMATICGAMEOBJ_H #define CINEMATICGAMEOBJ_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef ARMEDGAMEOBJ_H #include "armedgameobj.h" #endif class AudibleSoundClass; /* ** CinematicGameObjDef - Defintion class for a CinematicGameObj */ class CinematicGameObjDef : public ArmedGameObjDef { public: CinematicGameObjDef( 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( CinematicGameObjDef, ArmedGameObjDef ); protected: int SoundDefID; StringClass SoundBoneName; StringClass AnimationName; bool AutoFireWeapon; bool DestroyAfterAnimation; bool CameraRelative; friend class CinematicGameObj; }; /* ** */ class CinematicGameObj : public ArmedGameObj { public: CinematicGameObj(); virtual ~CinematicGameObj(); // Definitions virtual void Init( void ); void Init( const CinematicGameObjDef & definition ); const CinematicGameObjDef & Get_Definition( void ) const ; void Cinematic_Init( void ); // Save / Load / Construction Factory virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); virtual void On_Post_Load( void ); virtual const PersistFactoryClass & Get_Factory( void ) const; // Think virtual void Think( void ); virtual void Post_Think( void ); // Type Identification virtual CinematicGameObj *As_CinematicGameObj( void ) { return this; } // Sound void Set_Sound( int sound_def_id, const char * bone_name = "" ); // Damage virtual bool Takes_Explosion_Damage( void ) { return false; } virtual void Completely_Damaged( const OffenseObjectClass & damager ); // Information float Get_Animation_Length( void ); // Network support //TSS: why import with no export? //virtual void Import_Creation( BitStreamClass &packet ); // Network support virtual void Export_Rare( BitStreamClass &packet ); virtual void Import_Rare( BitStreamClass &packet ); protected: AudibleSoundClass *Sound; }; #endif // CINEMATICGAMEOBJ_H