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Initial commit of Command & Conquer Renegade source code.
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Code/Scripts/Group.h
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109
Code/Scripts/Group.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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*
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* FILE
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* Group.h
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*
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* DESCRIPTION
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* Group definitions
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*
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* PROGRAMMER
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* Denzil E. Long, Jr.
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*
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* VERSION INFO
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* $Author: Denzil_l $
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* $Revision: 1 $
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* $Modtime: 4/17/00 9:42a $
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* $Archive: /Commando/Code/Scripts/Group.h $
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*
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******************************************************************************/
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#ifndef _GROUP_H_
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#define _GROUP_H_
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#include "scripts.h"
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#include "vector.h"
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// Group event identifiers
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typedef enum
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{
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GROUP_MEMBER_DAMAGED = 1,
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GROUP_MEMBER_KILLED,
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GROUP_MEMBER_HEARD,
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GROUP_MEMBER_SAW,
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} GroupEvent;
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// Group event information.
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//
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// A pointer to this structure is sent as a data parameter when the custom
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// event SCMD_GROUP_EVENT is sent to an object.
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typedef struct GroupEventInfoTag
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{
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const char* GroupName;
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GroupEvent Event;
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union
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{
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GameObject* Object;
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const CombatSound* Sound;
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};
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} GroupEventInfo;
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class GroupController;
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class Group
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{
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public:
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// Retrieve Team name
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const char* GetName(void) const;
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// Add a GameObject to the team.
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void AddMember(GameObject* object);
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// Remove a GameObject from the team.
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void RemoveMember(GameObject* object);
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// Check if a GameObject is a member of the team.
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bool IsMember(GameObject* object) const;
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// Get the number of members in the team.
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int MemberCount(void) const;
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// Get a team member.
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GameObject* GetMember(int index);
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// Send a command to all the members of the team.
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void SendCustomEvent(GameObject* from, int event, int data);
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protected:
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// Only the TeamController can create and delete Teams
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friend class GroupController;
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Group(const char* name);
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~Group();
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private:
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char mName[64];
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DynamicVectorClass<GameObject*> mMembers;
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};
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#endif // _GROUP_H_
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