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CnC_Renegade/Code/Combat/damageablegameobj.h

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/damageablegameobj.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 2/19/02 1:45p $*
* *
* $Revision:: 21 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef DAMAGEABLEGAMEOBJ_H
#define DAMAGEABLEGAMEOBJ_H
#include "always.h"
#include "scriptablegameobj.h"
#include "damage.h"
#include "encyclopediamgr.h"
/*
** DamageableGameObjDef - Defintion class for a DamageableGameObj
*/
class DamageableGameObjDef : public ScriptableGameObjDef
{
public:
DamageableGameObjDef( void );
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
DECLARE_EDITABLE( DamageableGameObjDef, ScriptableGameObjDef );
int Get_Name_ID (void) const { return TranslatedNameID; }
//
// Encyclopedia information
//
EncyclopediaMgrClass::TYPE Get_Encyclopedia_Type (void) const { return EncyclopediaType; }
int Get_Encyclopedia_ID (void) const { return EncyclopediaID; }
//
// Icon information
//
const StringClass & Get_Icon_Filename (void) const { return InfoIconTextureFilename; }
int Get_Translated_Name_ID (void) const { return TranslatedNameID; }
const DefenseObjectDefClass & Get_DefenseObjectDef( void ) const { return DefenseObjectDef; }
//
// Accessors (added as needed)
//
int Get_Default_Player_Type(void) const { return DefaultPlayerType; }
protected:
DefenseObjectDefClass DefenseObjectDef;
StringClass InfoIconTextureFilename;
int TranslatedNameID;
EncyclopediaMgrClass::TYPE EncyclopediaType;
int EncyclopediaID;
bool NotTargetable;
int DefaultPlayerType;
friend class DamageableGameObj;
};
/*
**
*/
class DamageableGameObj : public ScriptableGameObj
{
public:
// Constructor and Destructor
DamageableGameObj( void );
virtual ~DamageableGameObj( void );
// Definitions
void Init( const DamageableGameObjDef & definition );
void Copy_Settings( const DamageableGameObjDef & definition );
void Re_Init( const DamageableGameObjDef & definition );
const DamageableGameObjDef & Get_Definition( void ) const ;
// Save / Load
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
DefenseObjectClass * Get_Defense_Object( void ) { return &DefenseObject; }
virtual void Apply_Damage( const OffenseObjectClass & damager, float scale = 1.0f, int alternate_skin = -1 );
virtual void Completely_Damaged( const OffenseObjectClass & damager ) {};
// Information settings
const StringClass & Get_Info_Icon_Texture_Filename( void ) { return Get_Definition().InfoIconTextureFilename; }
int Get_Translated_Name_ID( void ) const { return Get_Definition().TranslatedNameID; }
virtual bool Is_Targetable( void ) const { return !Get_Definition().NotTargetable; }
virtual bool Is_Health_Bar_Displayed( void ) const { return IsHealthBarDisplayed; }
virtual void Set_Is_Health_Bar_Displayed( bool state ) { IsHealthBarDisplayed = state; }
// Type identification
virtual DamageableGameObj *As_DamageableGameObj( void ) { return this; }
// Teams / Playertypes
virtual int Get_Player_Type(void) const {return PlayerType;}
virtual void Set_Player_Type(int type);
bool Is_Team_Player(void);
Vector3 Get_Team_Color(void);
bool Is_Teammate(DamageableGameObj * p_obj);
bool Is_Enemy(DamageableGameObj * p_obj);
//
// Network support
//
virtual void Import_Occasional( BitStreamClass &packet );
virtual void Export_Occasional( BitStreamClass &packet );
protected:
DefenseObjectClass DefenseObject;
int PlayerType;
bool IsHealthBarDisplayed;
};
#endif // DAMAGEABLEGAMEOBJ_H