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CnC_Renegade/Code/Combat/scriptablegameobj.h

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C++

/*
** 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/scriptablegameobj.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 1/05/02 10:52a $*
* *
* $Revision:: 25 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SCRIPTABLEGAMEOBJ_H
#define SCRIPTABLEGAMEOBJ_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef BASEGAMEOBJ_H
#include "basegameobj.h"
#endif
#ifndef GAMEOBJREF_H
#include "gameobjref.h"
#endif
#ifndef TIMEMGR_H
#include "timemgr.h"
#endif
#ifndef GAMEOBJOBSERVER_H
#include "gameobjobserver.h"
#endif
#ifndef SIMPLEVEC_H
#include "simplevec.h"
#endif
#ifndef VECTOR_H
#include "vector.h"
#endif
#ifndef __AUDIO_EVENTS_H
#include "audioevents.h"
#endif
typedef SimpleDynVecClass<GameObjObserverClass *> GameObjObserverList;
class GameObjObserverTimerClass;
class GameObjCustomTimerClass;
class DamageableGameObj;
class BuildingGameObj;
class SoldierGameObj;
class ScriptZoneGameObj;
/*
** ScriptableGameObjDef - Defintion class for a ScriptableGameObj
*/
class ScriptableGameObjDef : public BaseGameObjDef
{
public:
ScriptableGameObjDef( void );
virtual bool Save( ChunkSaveClass &csave );
virtual bool Load( ChunkLoadClass &cload );
DECLARE_EDITABLE( ScriptableGameObjDef, BaseGameObjDef );
protected:
DynamicVectorClass<StringClass> ScriptNameList;
DynamicVectorClass<StringClass> ScriptParameterList;
friend class ScriptableGameObj;
};
/*
**
*/
class ScriptableGameObj : public BaseGameObj, public ReferenceableGameObj, public AudioCallbackClass
{
public:
// Constructor and Destructor
ScriptableGameObj( void );
virtual ~ScriptableGameObj( void );
// Definitions
void Init( const ScriptableGameObjDef & definition );
void Copy_Settings( const ScriptableGameObjDef & definition );
void Re_Init( const ScriptableGameObjDef & definition );
virtual void Post_Re_Init( void );
const ScriptableGameObjDef & Get_Definition( void ) const ;
virtual void Set_Delete_Pending (void);
// Save / Load
virtual bool Save( ChunkSaveClass & csave );
virtual bool Load( ChunkLoadClass & cload );
virtual void On_Post_Load( void );
// Thinking
virtual void Think();
virtual void Post_Think();
virtual void Get_Position(Vector3 * set_pos) const = 0;
// Observers
void Add_Observer( GameObjObserverClass * observer );
void Remove_Observer( GameObjObserverClass * observer );
void Remove_All_Observers(void);
// Start_Observers will call created on all observers. Should be used
// in On_Post_Load (if first load), and after spawning / creating.
// Observers added in other cases will already have Created called.
void Start_Observers( void );
const GameObjObserverList & Get_Observers( void ) { return Observers; }
// This just adds to the list and calls attached, does not call Created
void Insert_Observer( GameObjObserverClass * observer );
// Timers
void Start_Observer_Timer( int observer_id, float duration, int timer_id );
void Start_Custom_Timer( ScriptableGameObj * from, float delay, int type, int param );
// Type identification
virtual ScriptableGameObj *As_ScriptableGameObj( void ) { return this; };
virtual DamageableGameObj *As_DamageableGameObj( void ) { return NULL; };
virtual BuildingGameObj *As_BuildingGameObj( void ) { return NULL; };
virtual SoldierGameObj *As_SoldierGameObj( void ) { return NULL; };
virtual ScriptZoneGameObj *As_ScriptZoneGameObj( void ) { return NULL; };
ReferenceableGameObj * As_ReferenceableGameObj( void ) { return this; }
virtual void Get_Information( StringClass & string );
// From AudioCallbackClass
virtual void On_Sound_Ended( SoundSceneObjClass *sound_obj );
// Network support
virtual bool Is_Always_Dirty( void ) { return true; }
//virtual bool Exists_On_Client( void ) const { return true; }
virtual void Export_Creation( BitStreamClass &packet );
virtual void Import_Creation( BitStreamClass &packet );
protected:
bool ObserverCreatedPending;
GameObjObserverList Observers;
DynamicVectorClass<GameObjObserverTimerClass *> ObserverTimerList;
DynamicVectorClass<GameObjCustomTimerClass *> CustomTimerList;
};
#endif // SCRIPTABLEGAMEOBJ_H