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CnC_Renegade/Code/Combat/damagezone.h

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/*
** 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/damagezone.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 7/16/01 11:20a $*
* *
* $Revision:: 12 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef DAMAGEZONE_H
#define DAMAGEZONE_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef OBBOX_H
#include "obbox.h"
#endif
#ifndef BASEGAMEOBJ_H
#include "basegameobj.h"
#endif
/*
** Damage Zone Definition
*/
class DamageZoneGameObjDef : public BaseGameObjDef
{
public:
DamageZoneGameObjDef( void );
virtual uint32 Get_Class_ID( void ) const;
virtual PersistClass * Create( void ) const ;
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
DECLARE_EDITABLE( DamageZoneGameObjDef, BaseGameObjDef );
const Vector3 & Get_Color (void) const { return Color; }
protected:
float DamageRate;
int DamageWarhead;
Vector3 Color;
friend class DamageZoneGameObj;
};
/*
** Damage Zone
*/
class DamageZoneGameObj : public BaseGameObj
{
public:
DamageZoneGameObj( void );
virtual ~DamageZoneGameObj( void );
virtual void Init( void );
void Init( const DamageZoneGameObjDef & definition );
const DamageZoneGameObjDef & Get_Definition( void ) const;
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
// Bounding Box
void Set_Bounding_Box( OBBoxClass & box ) { BoundingBox = box; }
const OBBoxClass & Get_Bounding_Box(void) { return BoundingBox; }
virtual void Think( void );
// Network support
//virtual bool Exists_On_Client( void ) const { return false; }
protected:
OBBoxClass BoundingBox;
float DamageTimer;
};
#endif