/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see <http://www.gnu.org/licenses/>. */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: ActionManager.h ////////////////////////////////////////////////////////////////////////// // Author: Colin Day // Desc: TheActionManager is a convenient place for us to wrap up all sorts of logical // queries about what objects can do in the world and to other objects. The purpose // of having a central place for this logic assists us in making these logical kind // of queries in the user interface and allows us to use the same code to validate // commands as they come in over the network interface in order to do the // real action. /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __ACTIONMANAGER_H_ #define __ACTIONMANAGER_H_ // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "Common/SubsystemInterface.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////////////////////////// class Object; class Player; class SpecialPowerTemplate; enum SpecialPowerType; enum WeaponSlotType; enum CommandSourceType; enum CanAttackResult; enum CanEnterType { CHECK_CAPACITY, DONT_CHECK_CAPACITY, COMBATDROP_INTO }; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ class ActionManager : public SubsystemInterface { public: ActionManager( void ); virtual ~ActionManager( void ); virtual void init( void ) { }; ///< subsystem interface virtual void reset( void ) { }; ///< subsystem interface virtual void update( void ) { }; ///< subsystem interface //Single unit to unit check Bool canGetRepairedAt( const Object *obj, const Object *repairDest, CommandSourceType commandSource ); Bool canTransferSuppliesAt( const Object *obj, const Object *transferDest ); Bool canDockAt( const Object *obj, const Object *dockDest, CommandSourceType commandSource ); Bool canGetHealedAt( const Object *obj, const Object *healDest, CommandSourceType commandSource ); Bool canRepairObject( const Object *obj, const Object *objectToRepair, CommandSourceType commandSource ); Bool canResumeConstructionOf( const Object *obj, const Object *objectBeingConstructed, CommandSourceType commandSource ); Bool canEnterObject( const Object *obj, const Object *objectToEnter, CommandSourceType commandSource, CanEnterType mode ); CanAttackResult getCanAttackObject( const Object *obj, const Object *objectToAttack, CommandSourceType commandSource, AbleToAttackType attackType ); Bool canConvertObjectToCarBomb( const Object *obj, const Object *objectToConvert, CommandSourceType commandSource ); Bool canHijackVehicle( const Object *obj, const Object *ObjectToHijack, CommandSourceType commandSource ); // LORENZEN Bool canCaptureBuilding( const Object *obj, const Object *objectToCapture, CommandSourceType commandSource ); Bool canDisableVehicleViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource, Bool checkSourceRequirements = true ); #ifdef ALLOW_SURRENDER Bool canPickUpPrisoner( const Object *obj, const Object *prisoner, CommandSourceType commandSource ); #endif Bool canStealCashViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource ); Bool canSnipeVehicle( const Object *obj, const Object *objectToSnipe, CommandSourceType commandSource ); Bool canBribeUnit( const Object *obj, const Object *objectToBribe, CommandSourceType commandSource ); Bool canCutBuildingPower( const Object *obj, const Object *building, CommandSourceType commandSource ); Bool canDisableBuildingViaHacking( const Object *obj, const Object *objectToHack, CommandSourceType commandSource ); Bool canDoSpecialPowerAtLocation( const Object *obj, const Coord3D *loc, CommandSourceType commandSource, const SpecialPowerTemplate *spTemplate, const Object *objectInWay, UnsignedInt commandOptions, Bool checkSourceRequirements = true ); Bool canDoSpecialPowerAtObject( const Object *obj, const Object *target, CommandSourceType commandSource, const SpecialPowerTemplate *spTemplate, UnsignedInt commandOptions, Bool checkSourceRequirements = true); Bool canDoSpecialPower( const Object *obj, const SpecialPowerTemplate *spTemplate, CommandSourceType commandSource, UnsignedInt commandOptions, Bool checkSourceRequirements = true ); Bool canMakeObjectDefector( const Object *obj, const Object *objectToMakeDefector, CommandSourceType commandSource ); Bool canFireWeaponAtLocation( const Object *obj, const Coord3D *loc, CommandSourceType commandSource, const WeaponSlotType slot, const Object *objectInWay ); Bool canFireWeaponAtObject( const Object *obj, const Object *target, CommandSourceType commandSource, const WeaponSlotType slot ); Bool canFireWeapon( const Object *obj, const WeaponSlotType slot, CommandSourceType commandSource ); Bool canGarrison( const Object *obj, const Object *target, CommandSourceType commandSource ); Bool canOverrideSpecialPowerDestination( const Object *obj, const Coord3D *loc, SpecialPowerType spType, CommandSourceType commandSource ); //Player to unit check Bool canPlayerGarrison( const Player *player, const Object *target, CommandSourceType commandSource ); protected: }; // EXTERNALS ////////////////////////////////////////////////////////////////////////////////////// extern ActionManager *TheActionManager; #endif // end __ACTIONMANAGER_H_