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CnC_Renegade/Code/Combat/action.h

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/*
** Command & Conquer Renegade(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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/action.h $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 10/09/01 2:15p $*
* *
* $Revision:: 47 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef ACTION_H
#define ACTION_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef VECTOR3_H
#include "vector3.h"
#endif
#ifndef GAMEOBJREF_H
#include "gameobjref.h"
#endif
#ifndef WWSTRING_H
#include "wwstring.h"
#endif
#ifndef ACTIONPARAMS_H
#include "actionparams.h"
#endif
/*
**
*/
class ActionCodeClass;
class SmartGameObj;
/*
**
*/
class SafeActionParamsStruct : public ActionParamsStruct {
public:
SafeActionParamsStruct & operator = (const ActionParamsStruct & src); // Assignment operator.
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
GameObjReference MoveObjectRef;
GameObjReference AttackObjectRef;
GameObjReference LookObjectRef;
StringClass SafeAnimationName;
StringClass SafeConversationName;
};
/*
**
*/
class ActionClass {
public:
ActionClass( SmartGameObj *obj );
virtual ~ActionClass( void );
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
SmartGameObj * Get_Action_Obj( void ) { return ActionObj; }
SafeActionParamsStruct & Get_Parameters( void ) { return Parameters; }
bool Is_Acting( void );
bool Is_Animating( void );
void Begin_Hibernation( void );
void End_Hibernation( void );
bool Reset( float priority );
bool Follow_Input( const ActionParamsStruct & parameters );
bool Stand( const ActionParamsStruct & parameters );
bool Play_Animation( const ActionParamsStruct & parameters );
bool Goto( const ActionParamsStruct & parameters );
bool Enter_Exit( const ActionParamsStruct & parameters );
bool Dive( const ActionParamsStruct & parameters );
bool Attack( const ActionParamsStruct & parameters );
bool Face_Location( const ActionParamsStruct & parameters );
bool Have_Conversation( const ActionParamsStruct & parameters );
bool Dock_Vehicle( const ActionParamsStruct & parameters );
bool Modify( const ActionParamsStruct & parameters, bool modify_move, bool modify_attack );
void Act( void );
unsigned int Get_Act_Count( void ) { return ActCount; }
bool Is_Active( void );
bool Is_Busy( void );
bool Is_Paused( void ) const { return IsPaused; }
void Pause( bool onoff) { IsPaused = onoff; }
void Done( int reason ); // Notify the obserever
protected:
void Notify_Completed( int observer_id, int action_id, int reason ); // Notify the obserever
bool Request_Action( ActionCodeClass * action, const ActionParamsStruct & parameters );
SmartGameObj * ActionObj;
ActionCodeClass * ActionCode;
SafeActionParamsStruct Parameters;
bool IsPaused;
unsigned int ActCount; // TSS - diagnostic
void Set_Action_Code( ActionCodeClass * code );
};
// Debugging
void Toggle_Display_Findpaths( void );
#endif // ACTION_H