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CnC_Renegade/Code/Combat/simplegameobj.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/simplegameobj.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 12/17/01 8:06p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SIMPLEGAMEOBJ_H
#define SIMPLEGAMEOBJ_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef PHYSICALGAMEOBJ_H
#include "physicalgameobj.h"
#endif
#include "playerterminal.h"
/*
** SimpleGameObjDef - Defintion class for a SimpleGameObj
*/
class SimpleGameObjDef : public PhysicalGameObjDef
{
public:
SimpleGameObjDef( 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( SimpleGameObjDef, PhysicalGameObjDef );
// Accessors
PlayerTerminalClass::TYPE Get_Player_Terminal_Type( void ) const { return PlayerTerminalType; }
bool Get_Is_Editor_Object( void ) const { return IsEditorObject; }
protected:
bool IsEditorObject;
bool IsHiddenObject;
friend class SimpleGameObj;
// See playerterminal.h
PlayerTerminalClass::TYPE PlayerTerminalType;
};
/*
**
*/
class SimpleGameObj : public PhysicalGameObj {
public:
SimpleGameObj();
virtual ~SimpleGameObj();
// Definitions
virtual void Init( void );
void Init( const SimpleGameObjDef & definition );
const SimpleGameObjDef & Get_Definition( void ) const ;
// RTTI
virtual SimpleGameObj *As_SimpleGameObj( void ) { return this; }
// SimpleGameObj interface
bool Is_Hidden_Object(void) { return Get_Definition().IsHiddenObject; }
// Save / Load / Construction Factory
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual const PersistFactoryClass & Get_Factory( void ) const;
virtual void On_Post_Load( void );
// Network support - TSS091901
virtual bool Is_Always_Dirty( void ) { return false; }
};
#endif // SIMPLEGAMEOBJ_H