/*
** 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