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