| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147 |
- /*
- ** 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
|