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Initial commit of Command & Conquer Renegade source code.
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Code/Combat/damageablegameobj.h
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158
Code/Combat/damageablegameobj.h
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/*
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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/damageablegameobj.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 2/19/02 1:45p $*
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* *
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* $Revision:: 21 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef DAMAGEABLEGAMEOBJ_H
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#define DAMAGEABLEGAMEOBJ_H
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#include "always.h"
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#include "scriptablegameobj.h"
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#include "damage.h"
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#include "encyclopediamgr.h"
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/*
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** DamageableGameObjDef - Defintion class for a DamageableGameObj
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*/
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class DamageableGameObjDef : public ScriptableGameObjDef
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{
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public:
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DamageableGameObjDef( void );
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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DECLARE_EDITABLE( DamageableGameObjDef, ScriptableGameObjDef );
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int Get_Name_ID (void) const { return TranslatedNameID; }
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//
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// Encyclopedia information
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//
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EncyclopediaMgrClass::TYPE Get_Encyclopedia_Type (void) const { return EncyclopediaType; }
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int Get_Encyclopedia_ID (void) const { return EncyclopediaID; }
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//
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// Icon information
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//
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const StringClass & Get_Icon_Filename (void) const { return InfoIconTextureFilename; }
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int Get_Translated_Name_ID (void) const { return TranslatedNameID; }
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const DefenseObjectDefClass & Get_DefenseObjectDef( void ) const { return DefenseObjectDef; }
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//
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// Accessors (added as needed)
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//
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int Get_Default_Player_Type(void) const { return DefaultPlayerType; }
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protected:
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DefenseObjectDefClass DefenseObjectDef;
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StringClass InfoIconTextureFilename;
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int TranslatedNameID;
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EncyclopediaMgrClass::TYPE EncyclopediaType;
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int EncyclopediaID;
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bool NotTargetable;
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int DefaultPlayerType;
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friend class DamageableGameObj;
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};
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/*
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**
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*/
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class DamageableGameObj : public ScriptableGameObj
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{
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public:
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// Constructor and Destructor
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DamageableGameObj( void );
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virtual ~DamageableGameObj( void );
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// Definitions
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void Init( const DamageableGameObjDef & definition );
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void Copy_Settings( const DamageableGameObjDef & definition );
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void Re_Init( const DamageableGameObjDef & definition );
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const DamageableGameObjDef & Get_Definition( void ) const ;
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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DefenseObjectClass * Get_Defense_Object( void ) { return &DefenseObject; }
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virtual void Apply_Damage( const OffenseObjectClass & damager, float scale = 1.0f, int alternate_skin = -1 );
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virtual void Completely_Damaged( const OffenseObjectClass & damager ) {};
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// Information settings
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const StringClass & Get_Info_Icon_Texture_Filename( void ) { return Get_Definition().InfoIconTextureFilename; }
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int Get_Translated_Name_ID( void ) const { return Get_Definition().TranslatedNameID; }
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virtual bool Is_Targetable( void ) const { return !Get_Definition().NotTargetable; }
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virtual bool Is_Health_Bar_Displayed( void ) const { return IsHealthBarDisplayed; }
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virtual void Set_Is_Health_Bar_Displayed( bool state ) { IsHealthBarDisplayed = state; }
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// Type identification
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virtual DamageableGameObj *As_DamageableGameObj( void ) { return this; }
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// Teams / Playertypes
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virtual int Get_Player_Type(void) const {return PlayerType;}
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virtual void Set_Player_Type(int type);
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bool Is_Team_Player(void);
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Vector3 Get_Team_Color(void);
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bool Is_Teammate(DamageableGameObj * p_obj);
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bool Is_Enemy(DamageableGameObj * p_obj);
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//
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// Network support
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//
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virtual void Import_Occasional( BitStreamClass &packet );
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virtual void Export_Occasional( BitStreamClass &packet );
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protected:
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DefenseObjectClass DefenseObject;
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int PlayerType;
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bool IsHealthBarDisplayed;
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};
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#endif // DAMAGEABLEGAMEOBJ_H
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