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CnC_Renegade/Code/Scripts/gameobjobserver.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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/gameobjobserver.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 11/29/01 11:03a $*
* *
* $Revision:: 30 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef GAMEOBJOBSERVER_H
#define GAMEOBJOBSERVER_H
#ifndef ALWAYS_H
#include "always.h"
#endif
class ScriptableGameObj;
typedef ScriptableGameObj GameObject;
class CombatSound;
class ChunkSaveClass;
class ChunkLoadClass;
typedef enum {
ACTION_COMPLETE_NORMAL,
ACTION_COMPLETE_LOW_PRIORITY,
ACTION_COMPLETE_PATH_BAD_START,
ACTION_COMPLETE_PATH_BAD_DEST,
ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE,
ACTION_COMPLETE_ATTACK_OUT_OF_RANGE,
// Conversation support
ACTION_COMPLETE_CONVERSATION_ENDED,
ACTION_COMPLETE_CONVERSATION_INTERRUPTED,
ACTION_COMPLETE_CONVERSATION_UNABLE_TO_INIT,
MOVEMENT_COMPLETE_ARRIVED, // TEMP
} ActionCompleteReason;
enum
{
CUSTOM_EVENT_SYSTEM_FIRST = 1000000000,
CUSTOM_EVENT_SOUND_ENDED,
CUSTOM_EVENT_BUILDING_POWER_CHANGED,
CUSTOM_EVENT_DOCK_BACKING_IN,
CUSTOM_EVENT_CINEMATIC_SET_FIRST_SLOT,
CUSTOM_EVENT_CINEMATIC_SET_LAST_SLOT = CUSTOM_EVENT_CINEMATIC_SET_FIRST_SLOT + 20,
CUSTOM_EVENT_POWERUP_GRANTED,
CUSTOM_EVENT_BUILDING_DAMAGED,
CUSTOM_EVENT_BUILDING_REPAIRED,
CUSTOM_EVENT_VEHICLE_ENTERED,
CUSTOM_EVENT_VEHICLE_EXITED,
CUSTOM_EVENT_ATTACK_ARRIVED,
CUSTOM_EVENT_CONVERSATION_BEGAN,
CUSTOM_EVENT_CONVERSATION_REMARK_STARTED,
CUSTOM_EVENT_CONVERSATION_REMARK_ENDED,
CUSTOM_EVENT_LADDER_OCCUPIED,
CUSTOM_EVENT_FALLING_DAMAGE
};
#define MovementCompleteReason ActionCompleteReason // TEMP
/*
** GameObjObserverClass
*/
class GameObjObserverClass {
public:
GameObjObserverClass( void ) : ID( 0 ) {}
virtual ~GameObjObserverClass( void ) {}
virtual const char * Get_Name( void ) = 0;
void Set_ID( int id ) { ID = id; }
int Get_ID( void ) { return ID; }
virtual void Attach( GameObject * obj ) = 0;
virtual void Detach( GameObject * obj ) = 0;
// Event Functions which will be called as events happen
virtual void Created( GameObject * obj ) = 0;
virtual void Destroyed( GameObject * obj ) = 0;
virtual void Killed( GameObject * obj, GameObject * killer ) = 0;
virtual void Damaged( GameObject * obj, GameObject * damager, float amount ) = 0;
virtual void Custom( GameObject * obj, int type, int param, GameObject * sender ) = 0;
virtual void Sound_Heard( GameObject * obj, const CombatSound & sound ) = 0;
virtual void Enemy_Seen( GameObject * obj, GameObject * enemy ) = 0;
virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) = 0;
virtual void Timer_Expired( GameObject * obj, int timer_id ) = 0;
virtual void Animation_Complete( GameObject * obj, const char * animation_name ) = 0;
virtual void Poked( GameObject * obj, GameObject * poker ) = 0;
virtual void Entered( GameObject * obj, GameObject * enterer ) = 0;
virtual void Exited( GameObject * obj, GameObject * exiter ) = 0;
protected:
int ID;
};
/*
**
*/
class GameObjObserverManager {
public:
static void Delete_Register( GameObjObserverClass * observer );
static void Delete_Pending( void );
static bool Save( ChunkSaveClass & csave );
static bool Load( ChunkLoadClass & cload );
static void Reset( void ) { NextID = 6000000; }
static int Get_Next_Observer_ID( void ) { return NextID++; }
private:
static int NextID;
};
#endif // GAMEOBJOBSERVER_H