145 lines
4.8 KiB
C++
145 lines
4.8 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/c4.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/08/02 3:05p $*
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* *
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* $Revision:: 33 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef C4_H
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#define C4_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef SIMPLEGAMEOBJ_H
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#include "simplegameobj.h"
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#endif
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#ifndef TIMEMGR_H
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#include "timemgr.h"
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#endif
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class AmmoDefinitionClass;
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class StaticAnimPhysClass;
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/*
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** C4GameObjDef - Defintion class for a C4GameObj
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*/
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class C4GameObjDef : public SimpleGameObjDef
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{
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public:
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C4GameObjDef( void );
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virtual uint32 Get_Class_ID( void ) const;
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virtual PersistClass * Create( void ) const ;
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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DECLARE_EDITABLE( C4GameObjDef, SimpleGameObjDef );
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float ThrowVelocity;
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protected:
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friend class C4GameObj;
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};
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/*
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**
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*/
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class C4GameObj : public SimpleGameObj {
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public:
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C4GameObj();
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virtual ~C4GameObj();
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// Definitions
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virtual void Init( void );
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void Init( const C4GameObjDef & definition );
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const C4GameObjDef & Get_Definition( void ) const ;
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// Save / Load / Construction Factory
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual const PersistFactoryClass & Get_Factory( void ) const;
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virtual C4GameObj * As_C4GameObj( void ) { return this; }
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void Init_C4( const AmmoDefinitionClass * def, SoldierGameObj *owner, int detonation_mode, const Matrix3D & tm );
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virtual CollisionReactionType Collision_Occurred( const CollisionEventClass & event );
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virtual void Think();
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virtual void Post_Think();
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virtual void Get_Information( StringClass & string );
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virtual void Export_Rare( BitStreamClass &packet );
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virtual void Import_Rare( BitStreamClass &packet );
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ScriptableGameObj * Get_Stuck_Object(void) { return StuckObject.Get_Ptr(); }
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virtual void Completely_Damaged( const OffenseObjectClass & damager );
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SoldierGameObj *Get_Owner( void ) const { return (SoldierGameObj *)Owner.Get_Ptr(); }
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void Defuse( void );
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static void Maintain_C4_Limit( int player_type );
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private:
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float Timer;
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GameObjReference Owner;
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void * OwnerBackup;
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const AmmoDefinitionClass * AmmoDefinition;
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int DetonationMode;
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bool Stuck;
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bool StuckToObject;
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GameObjReference StuckObject;
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Vector3 StuckOffset;
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int StuckBone;
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StaticAnimPhysClass * StuckStaticAnimObj;
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bool StuckMCT;
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float Age;
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void Detonate( void );
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void Restore_Owner( void );
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};
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#endif // C4_H
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