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CnC_Renegade/Code/Combat/powerup.h

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5.3 KiB
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/powerup.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 10/25/01 2:44p $*
* *
* $Revision:: 43 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef POWERUP_H
#define POWERUP_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef SIMPLEGAMEOBJ_H
#include "simplegameobj.h"
#endif
class PowerUpGameObj;
class AudibleSoundClass;
class WeaponBagClass;
/*
** PowerUpGameObjDef - Defintion class for a PowerUpGameObj
*/
class PowerUpGameObjDef : public SimpleGameObjDef
{
public:
PowerUpGameObjDef( 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( PowerUpGameObjDef, SimpleGameObjDef );
// Grant returns true if anything was granted that the grantee didn't already have
bool Grant( SmartGameObj * obj, PowerUpGameObj * p_powerup = NULL, bool hud_display = true ) const ;
int Get_Grant_Weapon_ID (void) const { return GrantWeaponID; }
protected:
int GrantShieldType;
float GrantShieldStrength;
float GrantShieldStrengthMax;
float GrantHealth;
float GrantHealthMax;
int GrantWeaponID;
bool GrantWeapon;
int GrantWeaponRounds;
bool GrantWeaponClips;
bool Persistent;
//bool IsCaptureTheFlag;
int GrantKey;
bool AlwaysAllowGrant;
int GrantSoundID;
StringClass GrantAnimationName;
int IdleSoundID;
StringClass IdleAnimationName;
friend class PowerUpGameObj;
};
/*
**
*/
class PowerUpGameObj : public SimpleGameObj {
public:
PowerUpGameObj( void );
virtual ~PowerUpGameObj( void );
// Definitions
virtual void Init( void );
void Init( const PowerUpGameObjDef & definition );
const PowerUpGameObjDef & Get_Definition( void ) const ;
// Save / Load / Construction Factory
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual void On_Post_Load( void ); // MOVED
virtual const PersistFactoryClass & Get_Factory( void ) const;
// Think
virtual void Think( void );
void Grant( SmartGameObj * obj );
// Type identification
virtual PowerUpGameObj *As_PowerUpGameObj() { return this; }
static PowerUpGameObj * Create_Backpack( ArmedGameObj * provider );
// Network support
virtual bool Is_Always_Dirty( void ) { return false; }
//virtual void Get_Extended_Information( StringClass & description );
virtual void Get_Description( StringClass & description );
void Expire( void );
protected:
// State types
enum
{
STATE_BECOMING_IDLE = 0,
STATE_IDLING,
STATE_GRANTING,
STATE_EXPIRING,
};
void Set_State( int state );
void Update_State( void );
AudibleSoundClass * IdleSoundObj;
int State;
float StateEndTimer;
// For backpacks, which can hold multiple weapons and ammo
WeaponBagClass * WeaponBag;
friend class PowerUpGameObjDef;
};
#endif // POWERUP_H