150 lines
5.1 KiB
C
150 lines
5.1 KiB
C
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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/basegameobj.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 10/15/01 7:48p $*
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* *
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* $Revision:: 17 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef BASEGAMEOBJ_H
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#define BASEGAMEOBJ_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef PERSIST_H
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#include "persist.h"
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#endif
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#ifndef DEFINITION_H
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#include "definition.h"
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#endif
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#ifndef __NETWORKOBJECT_H
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#include "networkobject.h"
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#endif
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#include "netclassids.h"
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/*
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**
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*/
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class SmartGameObj;
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class PhysicalGameObj;
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class ScriptableGameObj;
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class VehicleGameObj;
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/*
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** BaseGameObjDef - Defintion class for a BaseGameObj
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*/
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class BaseGameObjDef : public DefinitionClass
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{
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public:
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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};
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/*
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**
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*/
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class BaseGameObj : public PersistClass, public NetworkObjectClass {
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public:
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// Constructor and Destructor
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BaseGameObj( void );
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virtual ~BaseGameObj( void );
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// Definitions
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virtual void Init( void ) = 0;
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void Init( const BaseGameObjDef & definition );
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const BaseGameObjDef & 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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// Thinking
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virtual void Think() { IsPostThinkAllowed = true; }
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virtual void Post_Think() {};
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// ID
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void Set_ID( int id ) { Set_Network_ID (id); }
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int Get_ID( void ) const { return Get_Network_ID (); }
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// Hibernation
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virtual bool Is_Hibernating( void ) { return false; }
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// Termination
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//virtual void Destroy(bool damaged = false) { DestroyType = damaged ? DESTROY_DAMAGED : DESTROY_CONTROLLED; }
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//bool Is_Destroy() { return (DestroyType != DESTROY_NONE); }
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//bool Is_Damage_Destroyed() { return (DestroyType == DESTROY_DAMAGED); }
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// Type identification
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virtual PhysicalGameObj *As_PhysicalGameObj( void ) { return (PhysicalGameObj*)NULL; };
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virtual VehicleGameObj *As_VehicleGameObj( void ) { return (VehicleGameObj *)NULL; }
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virtual SmartGameObj *As_SmartGameObj( void ) { return (SmartGameObj*)NULL; };
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virtual ScriptableGameObj *As_ScriptableGameObj( void ) { return (ScriptableGameObj*)NULL; };
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// Network support
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virtual uint32 Get_Network_Class_ID( void ) const { return NETCLASSID_GAMEOBJ; }
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virtual void Delete (void) { delete this; }
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bool Is_Post_Think_Allowed( void ) { return IsPostThinkAllowed; }
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void Enable_Cinematic_Freeze( bool enable ) { EnableCinematicFreeze = enable; }
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bool Is_Cinematic_Freeze_Enabled( void ) { return EnableCinematicFreeze; }
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private:
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// Constants
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/*enum
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{
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DESTROY_NONE = 0,
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DESTROY_DAMAGED,
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DESTROY_CONTROLLED
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};*/
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// Member data
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const BaseGameObjDef * Definition;
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//int DestroyType;
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//int ID;
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// This is used to prevent postthinking before a think call
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bool IsPostThinkAllowed;
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// This keeps certain object alive during cinematic freeze
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bool EnableCinematicFreeze;
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};
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#endif // BASEGAMEOBJ_H
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