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- /*
- ** Command & Conquer Generals Zero Hour(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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ActionManager.h //////////////////////////////////////////////////////////////////////////
- // Author: Colin Day
- // Desc: TheActionManager is a convenient place for us to wrap up all sorts of logical
- // queries about what objects can do in the world and to other objects. The purpose
- // of having a central place for this logic assists us in making these logical kind
- // of queries in the user interface and allows us to use the same code to validate
- // commands as they come in over the network interface in order to do the
- // real action.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __ACTIONMANAGER_H_
- #define __ACTIONMANAGER_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/SubsystemInterface.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
- class Object;
- class Player;
- class SpecialPowerTemplate;
- enum SpecialPowerType;
- enum WeaponSlotType;
- enum CommandSourceType;
- enum CanAttackResult;
- enum CanEnterType
- {
- CHECK_CAPACITY,
- DONT_CHECK_CAPACITY,
- COMBATDROP_INTO
- };
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- class ActionManager : public SubsystemInterface
- {
- public:
- ActionManager( void );
- virtual ~ActionManager( void );
- virtual void init( void ) { }; ///< subsystem interface
- virtual void reset( void ) { }; ///< subsystem interface
- virtual void update( void ) { }; ///< subsystem interface
- //Single unit to unit check
- Bool canGetRepairedAt( const Object *obj, const Object *repairDest, CommandSourceType commandSource );
- Bool canTransferSuppliesAt( const Object *obj, const Object *transferDest );
- Bool canDockAt( const Object *obj, const Object *dockDest, CommandSourceType commandSource );
- Bool canGetHealedAt( const Object *obj, const Object *healDest, CommandSourceType commandSource );
- Bool canRepairObject( const Object *obj, const Object *objectToRepair, CommandSourceType commandSource );
- Bool canResumeConstructionOf( const Object *obj, const Object *objectBeingConstructed, CommandSourceType commandSource );
- Bool canEnterObject( const Object *obj, const Object *objectToEnter, CommandSourceType commandSource, CanEnterType mode );
- CanAttackResult getCanAttackObject( const Object *obj, const Object *objectToAttack, CommandSourceType commandSource, AbleToAttackType attackType );
- Bool canConvertObjectToCarBomb( const Object *obj, const Object *objectToConvert, CommandSourceType commandSource );
- Bool canHijackVehicle( const Object *obj, const Object *ObjectToHijack, CommandSourceType commandSource ); // LORENZEN
- Bool canSabotageBuilding( const Object *obj, const Object *objectToSabotage, CommandSourceType commandSource );
- Bool canCaptureBuilding( const Object *obj, const Object *objectToCapture, CommandSourceType commandSource );
- Bool canDisableVehicleViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource, Bool checkSourceRequirements = true );
- #ifdef ALLOW_SURRENDER
- Bool canPickUpPrisoner( const Object *obj, const Object *prisoner, CommandSourceType commandSource );
- #endif
- Bool canStealCashViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource );
- Bool canSnipeVehicle( const Object *obj, const Object *objectToSnipe, CommandSourceType commandSource );
- Bool canBribeUnit( const Object *obj, const Object *objectToBribe, CommandSourceType commandSource );
- Bool canCutBuildingPower( const Object *obj, const Object *building, CommandSourceType commandSource );
- Bool canDisableBuildingViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource );
- Bool canDoSpecialPowerAtLocation( const Object *obj, const Coord3D *loc, CommandSourceType commandSource, const SpecialPowerTemplate *spTemplate, const Object *objectInWay, UnsignedInt commandOptions, Bool checkSourceRequirements = true );
- Bool canDoSpecialPowerAtObject( const Object *obj, const Object *target, CommandSourceType commandSource, const SpecialPowerTemplate *spTemplate, UnsignedInt commandOptions, Bool checkSourceRequirements = true);
- Bool canDoSpecialPower( const Object *obj, const SpecialPowerTemplate *spTemplate, CommandSourceType commandSource, UnsignedInt commandOptions, Bool checkSourceRequirements = true );
- Bool canMakeObjectDefector( const Object *obj, const Object *objectToMakeDefector, CommandSourceType commandSource );
- Bool canFireWeaponAtLocation( const Object *obj, const Coord3D *loc, CommandSourceType commandSource, const WeaponSlotType slot, const Object *objectInWay );
- Bool canFireWeaponAtObject( const Object *obj, const Object *target, CommandSourceType commandSource, const WeaponSlotType slot );
- Bool canFireWeapon( const Object *obj, const WeaponSlotType slot, CommandSourceType commandSource );
- Bool canGarrison( const Object *obj, const Object *target, CommandSourceType commandSource );
- Bool canOverrideSpecialPowerDestination( const Object *obj, const Coord3D *loc, SpecialPowerType spType, CommandSourceType commandSource );
- //Player to unit check
- Bool canPlayerGarrison( const Player *player, const Object *target, CommandSourceType commandSource );
- protected:
- };
- // EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
- extern ActionManager *TheActionManager;
- #endif // end __ACTIONMANAGER_H_
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