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CnC_Renegade/Code/Combat/scripts.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/scripts.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 8/06/01 6:48p $*
* *
* $Revision:: 26 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SCRIPTS_H
#define SCRIPTS_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef SCRIPTEVENTS_H
#include "scriptevents.h"
#endif
#ifndef SIMPLEVEC_H
#include "simplevec.h"
#endif
/*
**
*/
class PhysicalGameObj;
class ChunkSaveClass;
class ChunkLoadClass;
#define SCRIPT_MAX_PARAMS 100
/*
**
*/
class ScriptSaver {
public:
ScriptSaver( ChunkSaveClass & csave ) : CSave( csave ) {}
operator ChunkSaveClass & (void) const { return CSave; }
ChunkSaveClass & CSave;
};
class ScriptLoader {
public:
ScriptLoader( ChunkLoadClass & cload ) : CLoad( cload ) {}
operator ChunkLoadClass & (void) const { return CLoad; }
ChunkLoadClass & CLoad;
};
/*
** Script Manager
*/
class ScriptManager {
public:
static void Init( void );
static void Shutdown( void );
// Create a script. Add to the active list
static ScriptClass * Create_Script( const char * script_name );
// Add Script to the Destroy List
static void Request_Destroy_Script( ScriptClass * script );
// Destroy scripts from the destroy list
static void Destroy_Pending( void );
// Save & load all active scripts
static bool Save( ChunkSaveClass & csave );
static bool Load( ChunkLoadClass & cload );
static void Enable_Script_Creation( bool enable ) { EnableScriptCreation = enable; }
private:
static void Load_Scripts(const char * dll_filename);
static LPFN_CREATE_SCRIPT ScriptCreateFunct;
static LPFN_DESTROY_SCRIPT ScriptDestroyFunct;
static SimpleDynVecClass<ScriptClass *> ActiveScriptList;
static SimpleDynVecClass<ScriptClass *> PendingDestroyList;
static bool EnableScriptCreation;
};
#endif // SCRIPTS_H