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CnC_Renegade/Code/Scripts/Group.h

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/*
** 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/>.
*/
/******************************************************************************
*
* FILE
* Group.h
*
* DESCRIPTION
* Group definitions
*
* PROGRAMMER
* Denzil E. Long, Jr.
*
* VERSION INFO
* $Author: Denzil_l $
* $Revision: 1 $
* $Modtime: 4/17/00 9:42a $
* $Archive: /Commando/Code/Scripts/Group.h $
*
******************************************************************************/
#ifndef _GROUP_H_
#define _GROUP_H_
#include "scripts.h"
#include "vector.h"
// Group event identifiers
typedef enum
{
GROUP_MEMBER_DAMAGED = 1,
GROUP_MEMBER_KILLED,
GROUP_MEMBER_HEARD,
GROUP_MEMBER_SAW,
} GroupEvent;
// Group event information.
//
// A pointer to this structure is sent as a data parameter when the custom
// event SCMD_GROUP_EVENT is sent to an object.
typedef struct GroupEventInfoTag
{
const char* GroupName;
GroupEvent Event;
union
{
GameObject* Object;
const CombatSound* Sound;
};
} GroupEventInfo;
class GroupController;
class Group
{
public:
// Retrieve Team name
const char* GetName(void) const;
// Add a GameObject to the team.
void AddMember(GameObject* object);
// Remove a GameObject from the team.
void RemoveMember(GameObject* object);
// Check if a GameObject is a member of the team.
bool IsMember(GameObject* object) const;
// Get the number of members in the team.
int MemberCount(void) const;
// Get a team member.
GameObject* GetMember(int index);
// Send a command to all the members of the team.
void SendCustomEvent(GameObject* from, int event, int data);
protected:
// Only the TeamController can create and delete Teams
friend class GroupController;
Group(const char* name);
~Group();
private:
char mName[64];
DynamicVectorClass<GameObject*> mMembers;
};
#endif // _GROUP_H_