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CnC_Renegade/Code/Combat/control.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/control.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 2/21/02 5:06p $*
* *
* $Revision:: 36 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef CONTROL_H
#define CONTROL_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef WWMATH_H
#include "wwmath.h"
#endif
#ifndef WWDEBUG_H
#include "wwdebug.h"
#endif
/*
**
*/
class BitStreamClass;
class ChunkSaveClass;
class ChunkLoadClass;
/*
** ControlClass
*/
class ControlClass {
public:
typedef enum {
BOOLEAN_ONE_TIME_FIRST,
BOOLEAN_JUMP = BOOLEAN_ONE_TIME_FIRST,
// BOOLEAN_CROUCH,
BOOLEAN_WEAPON_NEXT,
BOOLEAN_WEAPON_PREV,
BOOLEAN_WEAPON_RELOAD,
BOOLEAN_WEAPON_USE,
BOOLEAN_DIVE_FORWARD,
BOOLEAN_DIVE_BACKWARD,
BOOLEAN_DIVE_LEFT,
BOOLEAN_DIVE_RIGHT,
BOOLEAN_ACTION, // was LADDER
BOOLEAN_SELECT_NO_WEAPON,
BOOLEAN_SELECT_WEAPON_0,
BOOLEAN_SELECT_WEAPON_1,
BOOLEAN_SELECT_WEAPON_2,
BOOLEAN_SELECT_WEAPON_3,
BOOLEAN_SELECT_WEAPON_4,
BOOLEAN_SELECT_WEAPON_5,
BOOLEAN_SELECT_WEAPON_6,
BOOLEAN_SELECT_WEAPON_7,
BOOLEAN_SELECT_WEAPON_8,
BOOLEAN_SELECT_WEAPON_9,
BOOLEAN_DROP_FLAG,
BOOLEAN_VEHICLE_TOGGLE_GUNNER,
BOOLEAN_CONTINUOUS_FIRST,
BOOLEAN_WEAPON_FIRE_PRIMARY = BOOLEAN_CONTINUOUS_FIRST,
BOOLEAN_WEAPON_FIRE_SECONDARY,
BOOLEAN_WALK,
BOOLEAN_CROUCH,
BOOLEAN_TOTAL, // Number of boolean channels
NUM_BOOLEAN_ONE_TIME = BOOLEAN_CONTINUOUS_FIRST - BOOLEAN_ONE_TIME_FIRST,
NUM_BOOLEAN_CONTINUOUS = BOOLEAN_TOTAL - BOOLEAN_CONTINUOUS_FIRST,
} BooleanControl;
typedef enum {
ANALOG_MOVE_FORWARD,
ANALOG_MOVE_LEFT,
ANALOG_MOVE_UP,
ANALOG_TURN_LEFT,
ANALOG_CONTROL_COUNT // Number of analog channels
} AnalogControl;
ControlClass( void ) : PendingOneTimeBooleanBits( 0 ) { Clear_Control(); }
~ControlClass( void ) {}
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
void Clear_Control( void );
void Clear_Boolean( void );
ControlClass & operator = (const ControlClass & src);
// Boolean Controls
void Set_Boolean( BooleanControl control, bool state = true );
bool Get_Boolean( BooleanControl control );
void Clear_One_Time_Boolean( void ) {OneTimeBooleanBits = 0;}
unsigned long Get_One_Time_Boolean_Bits(void) {return OneTimeBooleanBits;}
unsigned char Get_Continuous_Boolean_Bits(void) {return ContinuousBooleanBits;}
// Analog Controls
void Set_Analog( AnalogControl control, float value );
float Get_Analog( AnalogControl control );
//float Get_Clamp( AnalogControl control );
//unsigned char Scale_Analog(float clamp, float unscaled);
//float Unscale_Analog(float clamp, unsigned char scaled);
// Import & Export
void Import_Cs( BitStreamClass & packet );
void Export_Cs( BitStreamClass & packet );
void Import_Sc( BitStreamClass & packet );
void Export_Sc( BitStreamClass & packet );
static void Set_Precision(void);
private:
unsigned long OneTimeBooleanBits;
unsigned long PendingOneTimeBooleanBits;
unsigned char ContinuousBooleanBits;
unsigned char PendingContinuousBooleanBits;
float AnalogValues[ ANALOG_CONTROL_COUNT ];
};
inline void ControlClass::Set_Analog( AnalogControl control, float value )
{
WWASSERT(WWMath::Is_Valid_Float(value));
AnalogValues[ control ] = value;
}
inline float ControlClass::Get_Analog( AnalogControl control )
{
WWASSERT(WWMath::Is_Valid_Float(AnalogValues[ control ]));
return AnalogValues[ control ];
}
#endif // CONTROL_H