Tiberian Technologies Scripts Reference Revision: 9000
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GameObjManager.h
1/* Renegade Scripts.dll
2 Copyright 2013 Tiberian Technologies
3
4 This file is part of the Renegade scripts.dll
5 The Renegade scripts.dll is free software; you can redistribute it and/or modify it under
6 the terms of the GNU General Public License as published by the Free
7 Software Foundation; either version 2, or (at your option) any later
8 version. See the file COPYING for more details.
9 In addition, an exemption is given to allow Run Time Dynamic Linking of this code with any closed source module that does not contain code covered by this licence.
10 Only the source code to the module(s) containing the licenced code has to be released.
11*/
12#ifndef TT_INCLUDE__GAMEOBJMANAGER_H
13#define TT_INCLUDE__GAMEOBJMANAGER_H
14
15
16
17#include "SList.h"
18
19
20class ChunkSaveClass;
21class ChunkLoadClass;
22class PhysicalGameObj;
23class SmartGameObj;
24class BaseGameObj;
25class SoldierGameObj;
26class ScriptableGameObj;
27class VehicleGameObj;
28class BuildingGameObj;
29class C4GameObj;
30class BeaconGameObj;
31class ScriptZoneGameObj;
32
33class GameObjManager
34{
35
36public:
37
38 static SCRIPTS_API REF_DECL(SList<BaseGameObj>, GameObjList);
39 static SCRIPTS_API REF_DECL(SList<BuildingGameObj>, BuildingGameObjList);
40 static SCRIPTS_API REF_DECL(SList<SoldierGameObj>, StarGameObjList);
41 static SCRIPTS_API REF_DECL(SList<SmartGameObj>, SmartGameObjList);
42 static SHARED_API SList<C4GameObj> C4GameObjList;
43 static SHARED_API SList<BeaconGameObj> BeaconGameObjList;
44 static SHARED_API SList<SoldierGameObj> SoldierGameObjList;
45 static SHARED_API SList<VehicleGameObj> VehicleGameObjList;
46 static SHARED_API SList<ScriptZoneGameObj> ScriptZoneGameObjList;
47#ifndef TTLE_EXPORTS
48 static REF_DECL(bool, CinematicFreezeActive);
49#endif
50
51public:
52
53 static void Generate_Control();
54 static void Think();
55 static void Post_Think();
56 static PhysicalGameObj* Find_PhysicalGameObj(int);
57 SCRIPTS_API static SmartGameObj* Find_SmartGameObj(int);
58 static void Init();
59 static void Shutdown();
60 static bool Save(ChunkSaveClass&);
61 static bool Load(ChunkLoadClass&);
62 static void Add(BaseGameObj *obj)
63 {
64 GameObjList.Add_Head(obj);
65 }
66 static void Remove(BaseGameObj *obj)
67 {
68 GameObjList.Remove(obj);
69 }
70 static void Init_All();
71 static void Destroy_All();
72 static SoldierGameObj* Find_Soldier_Of_Client_ID(int);
73 static SoldierGameObj* Find_Different_Player_Soldier(int);
74 static SoldierGameObj* Find_Soldier_Of_Player_Type(int);
75 static ScriptableGameObj* Find_ScriptableGameObj(int);
76 static VehicleGameObj* Find_Vehicle_Occupied_By(SoldierGameObj*);
77 static void Init_Buildings();
78 static void Update_Building_Collection_Spheres();
79 static void Debug_Set_All_Building_States(float, bool);
80 static bool Is_In_Environment_Zone(Vector3&);
81 static void Add_Building(BuildingGameObj *obj) {BuildingGameObjList.Add_Tail(obj);}
82 static void Remove_Building(BuildingGameObj *obj) {BuildingGameObjList.Remove(obj);}
83
84};
85
86
87
88#endif