//*************************************************************************** // // Light.h -- File contains the Explosion Object Definition // // MechCommander 2 // //---------------------------------------------------------------------------// // Copyright (C) Microsoft Corporation. All rights reserved. // //===========================================================================// #ifndef LIGHT_H #define LIGHT_H //--------------------------------------------------------------------------- #ifndef DCARNAGE_H #include "dcarnage.h" #endif #ifndef GAMEOBJ_H #include "gameobj.h" #endif #ifndef OBJMGR_H #include "objmgr.h" #endif #ifndef OBJTYPE_H #include "objtype.h" #endif //--------------------------------------------------------------------------- /* #define NO_APPEARANCE_TYPE_FOR_EXPL 0xDCDC0003 #define NO_APPEARANCE_FOR_EXPL 0xDCDC0004 #define APPEARANCE_NOT_VFX_XPL 0xDCDC0005 */ //--------------------------------------------------------------------------- class LightType : public ObjectType { public: bool oneShotFlag; float altitudeOffset; public: void init (void) { ObjectType::init(); } LightType (void) { init(); } virtual long init (FilePtr objFile, unsigned long fileSize); long init (FitIniFilePtr objFile); ~LightType (void) { destroy(); } virtual void destroy (void); virtual GameObjectPtr createInstance (void); virtual bool handleCollision (GameObjectPtr collidee, GameObjectPtr collider); virtual bool handleDestruction (GameObjectPtr collidee, GameObjectPtr collider); }; //--------------------------------------------------------------------------- class Light : public GameObject { public: virtual void init (bool create); Light (void) : GameObject() { init(true); } ~Light (void) { destroy(); } virtual void destroy (void); virtual long update (void); virtual void render (void); virtual void init (bool create, ObjectTypePtr _type); virtual long kill (void) { return(NO_ERR); } }; //*************************************************************************** #endif