ef2gamesource/dlls/game/actorgamecomponents.h
Walter Julius Hennecke 2024236a3f Windows: ...
* reenabled Warning C4100 (expect many warnings during compile)
* added Q_UNUSED Macro
* fixed C4100 in all listed files
2012-12-31 15:05:16 +01:00

79 lines
2.4 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/actorgamecomponents.h $
// $Revision:: 12 $
// $Author:: Steven $
// $Date:: 10/13/03 8:53a $
//
// Copyright (C) 2001 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// What I am trying to do here, is encapsulate any game specific pieces for actor. Each game will
// subclass off of the base class, then the Actor class will point to the component class it will
// use. I am hoping this will make life much easier for mod makers as well
//
//============================
// Forward Declarations
//============================
class ActorGameComponent;
class RedemptionGameComponent;
#ifndef __ACTORGAMECOMPONENTS_H__
#define __ACTORGAMECOMPONENTS_H__
#include "actor.h"
//============================
// Class ActorGameComponent
//============================
//
// Base class from which all Actor Game Components are derived.
//
class ActorGameComponent : public Listener
{
public:
CLASS_PROTOTYPE( ActorGameComponent );
ActorGameComponent() {}
virtual void HandleEvent( Event * ) {}
virtual void HandleArmorDamage( Event * ) {}
virtual void HandleDeath( const Entity * ) {}
virtual void HandleThink() {}
virtual qboolean DoCheck( const Conditional & ) { return false; }
virtual void DoArchive( Archiver &, const Actor * ) {}
};
/*
EF Specific Stuff
*/
//============================
// Class EFGameComponent
//============================
class EFGameComponent : public ActorGameComponent
{
public:
CLASS_PROTOTYPE( EFGameComponent );
EFGameComponent();
EFGameComponent( const Actor *actor );
void HandleEvent( Event *ev );
void HandleArmorDamage( Event *ev );
void HandleDeath( const Entity *ent);
void HandleThink();
qboolean DoCheck( const Conditional &condition );
void DoArchive( Archiver &arc , const Actor *act );
private:
Actor *act;
};
#endif /*__ACTORGAMECOMPONENTS_H__*/