gameobjobserver.h 5.6 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : Commando *
  23. * *
  24. * $Archive:: /Commando/Code/Combat/gameobjobserver.h $*
  25. * *
  26. * $Author:: Byon_g $*
  27. * *
  28. * $Modtime:: 11/29/01 11:03a $*
  29. * *
  30. * $Revision:: 30 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #ifndef GAMEOBJOBSERVER_H
  36. #define GAMEOBJOBSERVER_H
  37. #ifndef ALWAYS_H
  38. #include "always.h"
  39. #endif
  40. class ScriptableGameObj;
  41. typedef ScriptableGameObj GameObject;
  42. class CombatSound;
  43. class ChunkSaveClass;
  44. class ChunkLoadClass;
  45. typedef enum {
  46. ACTION_COMPLETE_NORMAL,
  47. ACTION_COMPLETE_LOW_PRIORITY,
  48. ACTION_COMPLETE_PATH_BAD_START,
  49. ACTION_COMPLETE_PATH_BAD_DEST,
  50. ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE,
  51. ACTION_COMPLETE_ATTACK_OUT_OF_RANGE,
  52. // Conversation support
  53. ACTION_COMPLETE_CONVERSATION_ENDED,
  54. ACTION_COMPLETE_CONVERSATION_INTERRUPTED,
  55. ACTION_COMPLETE_CONVERSATION_UNABLE_TO_INIT,
  56. MOVEMENT_COMPLETE_ARRIVED, // TEMP
  57. } ActionCompleteReason;
  58. enum
  59. {
  60. CUSTOM_EVENT_SYSTEM_FIRST = 1000000000,
  61. CUSTOM_EVENT_SOUND_ENDED,
  62. CUSTOM_EVENT_BUILDING_POWER_CHANGED,
  63. CUSTOM_EVENT_DOCK_BACKING_IN,
  64. CUSTOM_EVENT_CINEMATIC_SET_FIRST_SLOT,
  65. CUSTOM_EVENT_CINEMATIC_SET_LAST_SLOT = CUSTOM_EVENT_CINEMATIC_SET_FIRST_SLOT + 20,
  66. CUSTOM_EVENT_POWERUP_GRANTED,
  67. CUSTOM_EVENT_BUILDING_DAMAGED,
  68. CUSTOM_EVENT_BUILDING_REPAIRED,
  69. CUSTOM_EVENT_VEHICLE_ENTERED,
  70. CUSTOM_EVENT_VEHICLE_EXITED,
  71. CUSTOM_EVENT_ATTACK_ARRIVED,
  72. CUSTOM_EVENT_CONVERSATION_BEGAN,
  73. CUSTOM_EVENT_CONVERSATION_REMARK_STARTED,
  74. CUSTOM_EVENT_CONVERSATION_REMARK_ENDED,
  75. CUSTOM_EVENT_LADDER_OCCUPIED,
  76. CUSTOM_EVENT_FALLING_DAMAGE
  77. };
  78. #define MovementCompleteReason ActionCompleteReason // TEMP
  79. /*
  80. ** GameObjObserverClass
  81. */
  82. class GameObjObserverClass {
  83. public:
  84. GameObjObserverClass( void ) : ID( 0 ) {}
  85. virtual ~GameObjObserverClass( void ) {}
  86. virtual const char * Get_Name( void ) = 0;
  87. void Set_ID( int id ) { ID = id; }
  88. int Get_ID( void ) { return ID; }
  89. virtual void Attach( GameObject * obj ) = 0;
  90. virtual void Detach( GameObject * obj ) = 0;
  91. // Event Functions which will be called as events happen
  92. virtual void Created( GameObject * obj ) = 0;
  93. virtual void Destroyed( GameObject * obj ) = 0;
  94. virtual void Killed( GameObject * obj, GameObject * killer ) = 0;
  95. virtual void Damaged( GameObject * obj, GameObject * damager, float amount ) = 0;
  96. virtual void Custom( GameObject * obj, int type, int param, GameObject * sender ) = 0;
  97. virtual void Sound_Heard( GameObject * obj, const CombatSound & sound ) = 0;
  98. virtual void Enemy_Seen( GameObject * obj, GameObject * enemy ) = 0;
  99. virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason ) = 0;
  100. virtual void Timer_Expired( GameObject * obj, int timer_id ) = 0;
  101. virtual void Animation_Complete( GameObject * obj, const char * animation_name ) = 0;
  102. virtual void Poked( GameObject * obj, GameObject * poker ) = 0;
  103. virtual void Entered( GameObject * obj, GameObject * enterer ) = 0;
  104. virtual void Exited( GameObject * obj, GameObject * exiter ) = 0;
  105. protected:
  106. int ID;
  107. };
  108. /*
  109. **
  110. */
  111. class GameObjObserverManager {
  112. public:
  113. static void Delete_Register( GameObjObserverClass * observer );
  114. static void Delete_Pending( void );
  115. static bool Save( ChunkSaveClass & csave );
  116. static bool Load( ChunkLoadClass & cload );
  117. static void Reset( void ) { NextID = 6000000; }
  118. static int Get_Next_Observer_ID( void ) { return NextID++; }
  119. private:
  120. static int NextID;
  121. };
  122. #endif // GAMEOBJOBSERVER_H