/* ** 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 : Renegade * * * * $Archive:: /Commando/Code/Combat/effectrecycler.h $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 7/11/01 3:16p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef EFFECTRECYCLER_H #define EFFECTRECYCLER_H #include "always.h" #include "robjlist.h" #include "multilist.h" #include "combatphysobserver.h" #include "renderobjectrecycler.h" class Matrix3D; class TimedDecorationPhysDefClass; class TimedDecorationPhysClass; class RenderObjClass; /** ** EffectRecyclerClass ** This class can recycle any "fire-and-forget" eye-candy type rendering objects. It ** will recycle both the render objects and timed-deco-phys wrappers internally. This ** system will be used for things in the game like surface-effect particle emitters, ** explosions, etc. ** ** This object will create/recycle the desired render object, insert it into the combat ** scene, and reclaim the objects when the animation/emitter finishes. */ class EffectRecyclerClass : public CombatPhysObserverClass { public: EffectRecyclerClass(void); ~EffectRecyclerClass(void); void Reset(void); void Spawn_Effect(TimedDecorationPhysDefClass * definition,const Matrix3D & tm); void Spawn_Effect(const char * render_obj_name,const Matrix3D & tm,float time = -1.0f); /* ** PhysObserver Interface - whenever an effect expires, we can re-use the model and ** physics object. */ virtual void Object_Removed_From_Scene(PhysClass * observed_obj); private: TimedDecorationPhysClass * internal_get_tdeco(void); RenderObjClass * internal_get_model(const char * robj_name,const Matrix3D & tm); RenderObjectRecyclerClass ModelRecycler; RefMultiListClass InactiveTDecos; }; #endif //EFFECTRECYCLER_H