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Initial commit of Command & Conquer Renegade source code.
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147
Code/Combat/action.h
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147
Code/Combat/action.h
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/*
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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/action.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 10/09/01 2:15p $*
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* *
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* $Revision:: 47 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef ACTION_H
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#define ACTION_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef VECTOR3_H
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#include "vector3.h"
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#endif
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#ifndef GAMEOBJREF_H
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#include "gameobjref.h"
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#endif
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#ifndef WWSTRING_H
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#include "wwstring.h"
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#endif
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#ifndef ACTIONPARAMS_H
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#include "actionparams.h"
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#endif
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/*
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**
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*/
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class ActionCodeClass;
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class SmartGameObj;
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/*
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**
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*/
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class SafeActionParamsStruct : public ActionParamsStruct {
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public:
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SafeActionParamsStruct & operator = (const ActionParamsStruct & src); // Assignment operator.
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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GameObjReference MoveObjectRef;
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GameObjReference AttackObjectRef;
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GameObjReference LookObjectRef;
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StringClass SafeAnimationName;
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StringClass SafeConversationName;
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};
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/*
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**
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*/
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class ActionClass {
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public:
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ActionClass( SmartGameObj *obj );
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virtual ~ActionClass( void );
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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SmartGameObj * Get_Action_Obj( void ) { return ActionObj; }
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SafeActionParamsStruct & Get_Parameters( void ) { return Parameters; }
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bool Is_Acting( void );
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bool Is_Animating( void );
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void Begin_Hibernation( void );
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void End_Hibernation( void );
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bool Reset( float priority );
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bool Follow_Input( const ActionParamsStruct & parameters );
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bool Stand( const ActionParamsStruct & parameters );
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bool Play_Animation( const ActionParamsStruct & parameters );
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bool Goto( const ActionParamsStruct & parameters );
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bool Enter_Exit( const ActionParamsStruct & parameters );
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bool Dive( const ActionParamsStruct & parameters );
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bool Attack( const ActionParamsStruct & parameters );
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bool Face_Location( const ActionParamsStruct & parameters );
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bool Have_Conversation( const ActionParamsStruct & parameters );
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bool Dock_Vehicle( const ActionParamsStruct & parameters );
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bool Modify( const ActionParamsStruct & parameters, bool modify_move, bool modify_attack );
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void Act( void );
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unsigned int Get_Act_Count( void ) { return ActCount; }
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bool Is_Active( void );
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bool Is_Busy( void );
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bool Is_Paused( void ) const { return IsPaused; }
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void Pause( bool onoff) { IsPaused = onoff; }
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void Done( int reason ); // Notify the obserever
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protected:
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void Notify_Completed( int observer_id, int action_id, int reason ); // Notify the obserever
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bool Request_Action( ActionCodeClass * action, const ActionParamsStruct & parameters );
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SmartGameObj * ActionObj;
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ActionCodeClass * ActionCode;
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SafeActionParamsStruct Parameters;
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bool IsPaused;
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unsigned int ActCount; // TSS - diagnostic
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void Set_Action_Code( ActionCodeClass * code );
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};
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// Debugging
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void Toggle_Display_Findpaths( void );
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#endif // ACTION_H
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