/* ** 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/repairbaygameobj.h $* * * * $Author:: Byon_g $* * * * $Modtime:: 7/16/01 11:20a $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __REPAIRBAYGAMEOBJ_H #define __REPAIRBAYGAMEOBJ_H #include "always.h" #include "building.h" //////////////////////////////////////////////////////////////// // Forward delcarations //////////////////////////////////////////////////////////////// class BaseControllerClass; class SimpleGameObj; //////////////////////////////////////////////////////////////// // // RepairBayGameObjDef // //////////////////////////////////////////////////////////////// class RepairBayGameObjDef : public BuildingGameObjDef { public: //////////////////////////////////////////////////////////////// // Friends //////////////////////////////////////////////////////////////// friend class RepairBayGameObj; //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// RepairBayGameObjDef (void); ~RepairBayGameObjDef (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; //////////////////////////////////////////////////////////////// // Editable support //////////////////////////////////////////////////////////////// DECLARE_EDITABLE (RepairBayGameObjDef, BuildingGameObjDef); protected: //////////////////////////////////////////////////////////////// // Protected methods //////////////////////////////////////////////////////////////// void Load_Variables (ChunkLoadClass &cload); //////////////////////////////////////////////////////////////// // Protected member data //////////////////////////////////////////////////////////////// float RepairPerSec; int RepairingStaticAnimDefID; }; //////////////////////////////////////////////////////////////// // // RepairBayGameObj // //////////////////////////////////////////////////////////////// class RepairBayGameObj : public BuildingGameObj { public: //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// RepairBayGameObj (void); ~RepairBayGameObj (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// // // Definition support // virtual void Init( void ); void Init (const RepairBayGameObjDef & definition); const RepairBayGameObjDef & Get_Definition (void) const; // // RTTI // RepairBayGameObj * As_RepairBayGameObj (void) { return this; } // // Persist support // bool Save (ChunkSaveClass &csave); bool Load (ChunkLoadClass &cload); const PersistFactoryClass & Get_Factory (void) const; // // From BuildingGameObj // void CnC_Initialize (BaseControllerClass *base); // // GameObj methods // void Think (void); // // Network support // void Export_Creation (BitStreamClass &packet); void Import_Creation (BitStreamClass &packet); private: //////////////////////////////////////////////////////////////// // Private methods //////////////////////////////////////////////////////////////// void Load_Variables (ChunkLoadClass &cload); bool Repair_Vehicle (void); void Play_Repairing_Animation (bool onoff); void Update_Repairing_Animations (void); void Emit_Welding_Arc (RenderObjClass *vehicle_model); //////////////////////////////////////////////////////////////// // Private constants //////////////////////////////////////////////////////////////// enum { ARC_OBJ_COUNT = 4, BONE_COUNT = 6 }; //////////////////////////////////////////////////////////////// // Private member data //////////////////////////////////////////////////////////////// float RepairTimer; OBBoxClass RepairZone; int RepairAnimationID; bool IsReparing; DynamicVectorClass VehicleList; StaticPhysClass * RepairMesh; SimpleGameObj * ArcObjects[ARC_OBJ_COUNT]; float ArcLifeRemaining[ARC_OBJ_COUNT]; Matrix3D EndTM; Matrix3D Bones[BONE_COUNT]; static const char * BoneNames[BONE_COUNT]; }; #endif // __REPAIRBAYGAMEOBJ_H