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Initial commit of Command & Conquer Renegade source code.
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176
Code/Combat/scriptablegameobj.h
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176
Code/Combat/scriptablegameobj.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/scriptablegameobj.h $*
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* *
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* $Author:: Tom_s $*
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* *
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* $Modtime:: 1/05/02 10:52a $*
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* *
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* $Revision:: 25 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SCRIPTABLEGAMEOBJ_H
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#define SCRIPTABLEGAMEOBJ_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 BASEGAMEOBJ_H
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#include "basegameobj.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 TIMEMGR_H
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#include "timemgr.h"
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#endif
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#ifndef GAMEOBJOBSERVER_H
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#include "gameobjobserver.h"
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#endif
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#ifndef SIMPLEVEC_H
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#include "simplevec.h"
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#endif
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#ifndef VECTOR_H
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#include "vector.h"
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#endif
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#ifndef __AUDIO_EVENTS_H
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#include "audioevents.h"
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#endif
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typedef SimpleDynVecClass<GameObjObserverClass *> GameObjObserverList;
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class GameObjObserverTimerClass;
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class GameObjCustomTimerClass;
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class DamageableGameObj;
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class BuildingGameObj;
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class SoldierGameObj;
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class ScriptZoneGameObj;
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/*
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** ScriptableGameObjDef - Defintion class for a ScriptableGameObj
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*/
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class ScriptableGameObjDef : public BaseGameObjDef
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{
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public:
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ScriptableGameObjDef( void );
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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DECLARE_EDITABLE( ScriptableGameObjDef, BaseGameObjDef );
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protected:
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DynamicVectorClass<StringClass> ScriptNameList;
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DynamicVectorClass<StringClass> ScriptParameterList;
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friend class ScriptableGameObj;
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};
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/*
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**
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*/
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class ScriptableGameObj : public BaseGameObj, public ReferenceableGameObj, public AudioCallbackClass
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{
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public:
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// Constructor and Destructor
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ScriptableGameObj( void );
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virtual ~ScriptableGameObj( void );
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// Definitions
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void Init( const ScriptableGameObjDef & definition );
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void Copy_Settings( const ScriptableGameObjDef & definition );
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void Re_Init( const ScriptableGameObjDef & definition );
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virtual void Post_Re_Init( void );
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const ScriptableGameObjDef & Get_Definition( void ) const ;
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virtual void Set_Delete_Pending (void);
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual void On_Post_Load( void );
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// Thinking
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virtual void Think();
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virtual void Post_Think();
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virtual void Get_Position(Vector3 * set_pos) const = 0;
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// Observers
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void Add_Observer( GameObjObserverClass * observer );
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void Remove_Observer( GameObjObserverClass * observer );
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void Remove_All_Observers(void);
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// Start_Observers will call created on all observers. Should be used
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// in On_Post_Load (if first load), and after spawning / creating.
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// Observers added in other cases will already have Created called.
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void Start_Observers( void );
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const GameObjObserverList & Get_Observers( void ) { return Observers; }
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// This just adds to the list and calls attached, does not call Created
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void Insert_Observer( GameObjObserverClass * observer );
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// Timers
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void Start_Observer_Timer( int observer_id, float duration, int timer_id );
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void Start_Custom_Timer( ScriptableGameObj * from, float delay, int type, int param );
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// Type identification
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virtual ScriptableGameObj *As_ScriptableGameObj( void ) { return this; };
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virtual DamageableGameObj *As_DamageableGameObj( void ) { return NULL; };
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virtual BuildingGameObj *As_BuildingGameObj( void ) { return NULL; };
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virtual SoldierGameObj *As_SoldierGameObj( void ) { return NULL; };
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virtual ScriptZoneGameObj *As_ScriptZoneGameObj( void ) { return NULL; };
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ReferenceableGameObj * As_ReferenceableGameObj( void ) { return this; }
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virtual void Get_Information( StringClass & string );
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// From AudioCallbackClass
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virtual void On_Sound_Ended( SoundSceneObjClass *sound_obj );
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// Network support
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virtual bool Is_Always_Dirty( void ) { return true; }
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//virtual bool Exists_On_Client( void ) const { return true; }
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virtual void Export_Creation( BitStreamClass &packet );
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virtual void Import_Creation( BitStreamClass &packet );
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protected:
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bool ObserverCreatedPending;
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GameObjObserverList Observers;
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DynamicVectorClass<GameObjObserverTimerClass *> ObserverTimerList;
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DynamicVectorClass<GameObjCustomTimerClass *> CustomTimerList;
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};
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#endif // SCRIPTABLEGAMEOBJ_H
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