Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
38 lines
1.2 KiB
C++
38 lines
1.2 KiB
C++
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#pragma once
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#ifndef AI_GROUPS_HPP
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#define AI_GROUPS_HPP
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#include "Group.hpp"
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namespace MW4AI
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{
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namespace Groups
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{
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bool AllDead(Group::identifier group);
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void AddObject(Adept::ObjectID object, Group::identifier group);
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void RemoveObject(Adept::ObjectID object, Group::identifier group);
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int NumDead(Group::identifier group);
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int Size(Group::identifier group);
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bool ContainsObject(Adept::ObjectID object, Group::identifier group);
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bool GetFirstGroup(Adept::ObjectID object, Group::identifier& group_id);
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bool GetFirstObject(Group::identifier group, Adept::ObjectID& object);
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MechWarrior4::Group& GetGroup(MechWarrior4::Group::identifier group_id);
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bool GetMember(Group::identifier group, unsigned int index, Adept::ObjectID& object);
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bool GetLancemateGroup(const std::vector<Group::identifier>& groups, Group::identifier& group_id);
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void GetLancemates(std::vector<MWObject*>& lancemates, bool include_player = false);
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void GetGroupmates(const Adept::ObjectID& of_who, std::vector<MWObject*>& groupmates);
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void NotifyPlayerFocusedOnEntity(MechWarrior4::MWObject& player_vehicle, Adept::Entity& entity);
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};
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};
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#endif // AI_GROUPS_HPP
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