/* ** 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/specialeffectsgameobj.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 7/16/01 11:20a $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __SPECIALEFFECTSGAMEOBJ_H #define __SPECIALEFFECTSGAMEOBJ_H #include "physicalgameobj.h" //////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////// class ChunkSaveClass; class ChunkLoadClass; //////////////////////////////////////////////////////////////// // // SpecialEffectsGameObjDef // //////////////////////////////////////////////////////////////// class SpecialEffectsGameObjDef : public PhysicalGameObjDef { public: DECLARE_EDITABLE (SpecialEffectsGameObjDef, PhysicalGameObjDef); //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// SpecialEffectsGameObjDef (void); virtual ~SpecialEffectsGameObjDef (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// uint32 Get_Class_ID (void) const; PersistClass * Create (void) const; bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); const PersistFactoryClass & Get_Factory (void) const; protected: //////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////// void Save_Variables (ChunkSaveClass &csave); void Load_Variables (ChunkLoadClass &cload); //////////////////////////////////////////////////////////////// // Protected member data //////////////////////////////////////////////////////////////// StringClass AnimationName; int SoundDefID; //////////////////////////////////////////////////////////////// // Friends //////////////////////////////////////////////////////////////// friend class SpecialEffectsGameObj; }; //////////////////////////////////////////////////////////////// // // SpecialEffectsGameObj // //////////////////////////////////////////////////////////////// class SpecialEffectsGameObj : public PhysicalGameObj { public: //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// SpecialEffectsGameObj (void); virtual ~SpecialEffectsGameObj (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// // // Definition support // virtual void Init( void ); void Init (const SpecialEffectsGameObjDef &definition); const SpecialEffectsGameObjDef & Get_Definition (void) const; // // From PersistClass // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); const PersistFactoryClass & Get_Factory (void) const; // // Thinking // void Think (void); protected: //////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////// void Do_Effect (void); void Save_Variables (ChunkSaveClass &csave); void Load_Variables (ChunkLoadClass &cload); //////////////////////////////////////////////////////////////// // Protected member data //////////////////////////////////////////////////////////////// float LifeRemaining; bool IsInitialized; }; #endif //__SPECIALEFFECTSGAMEOBJ_H