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CnC_Renegade/Code/Combat/humanstate.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/humanstate.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 2/13/02 5:58p $*
* *
* $Revision:: 48 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef HUMANSTATE_H
#define HUMANSTATE_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef VECTOR3_H
#include "vector3.h"
#endif
#ifndef MATRIX3D_H
#include "matrix3D.h"
#endif
class HumanAnimControlClass;
class HumanPhysClass;
class WeaponClass;
class ChunkSaveClass;
class ChunkLoadClass;
class HumanLoiterGlobalSettingsDef;
class StringClass;
class HumanAnimOverrideDef;
class HumanLoiterGlobalSettingsDef;
//#define CORPSE_PERSIST_TIME 10.0f // Need different numbers for single and mp
#define CORPSE_PERSIST_TIME 2.0f
/*
** Human State
*/
class HumanStateClass {
public:
typedef enum {
// Interruptable states
UPRIGHT,
LAND,
ANIMATION,
WOUNDED,
LOITER,
// Uninterruptable states
AIRBORNE,
DIVE,
DEATH,
LADDER,
IN_VEHICLE,
TRANSITION,
TRANSITION_COMPLETE,
DESTROY,
DEBUG_FLY,
ON_FIRE,
ON_CHEM,
ON_ELECTRIC,
ON_CNC_FIRE,
ON_CNC_CHEM,
LOCKED_ANIMATION,
HIGHEST_HUMAN_STATE = LOCKED_ANIMATION
} HumanStateType;
typedef enum {
CROUCHED_FLAG = 1 << 0,
SNIPING_FLAG = 1 << 1,
HIGHEST_HUMAN_STATE_FLAGS = (1 << 2) - 1
} HumanStateFlagsType;
typedef enum {
SUB_STATE_FORWARD = 1 << 0,
SUB_STATE_BACKWARD = 1 << 1,
SUB_STATE_UP = 1 << 2,
SUB_STATE_DOWN = 1 << 3,
SUB_STATE_LEFT = 1 << 4,
SUB_STATE_RIGHT = 1 << 5,
SUB_STATE_TURN_LEFT = 1 << 6,
SUB_STATE_TURN_RIGHT = 1 << 7,
SUB_STATE_SLOW = 1 << 8,
HIGHEST_HUMAN_SUB_STATE = (1 << 9) - 1
} HumanSubStateType;
typedef enum {
HEAD_FROM_BEHIND,
HEAD_FROM_FRONT,
TORSO_FROM_BEHIND,
TORSO_FROM_FRONT,
LEFT_ARM_FROM_BEHIND,
LEFT_ARM_FROM_FRONT,
RIGHT_ARM_FROM_BEHIND,
RIGHT_ARM_FROM_FRONT,
LEFT_LEG_FROM_BEHIND,
LEFT_LEG_FROM_FRONT,
RIGHT_LEG_FROM_BEHIND,
RIGHT_LEG_FROM_FRONT,
GROIN,
OUCH_FIRE,
OUCH_CHEM,
OUCH_ELECTRIC,
OUCH_SUPER_FIRE,
} HumanOuchType;
HumanStateClass( void );
~HumanStateClass( void );
void Init( HumanPhysClass * human_phys );
void Reset(void);
void Set_Anim_Control( HumanAnimControlClass * anim_control );
void Set_Human_Anim_Override( const char * name );
void Set_Human_Anim_Override( int def_id );
void Set_Human_Loiter_Collection( int def_id );
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
void Set_State( HumanStateType state, int sub_state = 0 );
HumanStateType Get_State( void ) { return State; }
const char * Get_State_Name( void );
bool Is_State_Interruptable( void );
void Set_Sub_State( int sub_state );
int Get_Sub_State( void ) { return SubState; }
bool Is_Sub_State_Adjustable( void );
float Get_State_Timer( void ) { return StateTimer; }
void Set_State_Timer( float timer ) { StateTimer = timer; }
void Toggle_State_Flag( int flag ) { StateFlags ^= flag; }
bool Get_State_Flag( int flag ) { return (StateFlags & flag) != 0; }
void Drop_Weapon( void ) { WeaponHoldTimer = 0.001f; }
void Raise_Weapon( void ) { WeaponHoldTimer = 10; }
void Start_Transition_Animation( const char * anim_name, bool blend = true );
void Start_Scripted_Animation( const char * anim_name, bool blend = true, bool looping = true );
void Stop_Scripted_Animation( void );
void Force_Animation( const char * anim_name, bool blend = true );
void Set_Turn_Velocity( float vel ) { TurnVelocity = vel; }
void Update_Weapon( WeaponClass * weapon, bool new_weapon );
void Update_Aiming( float tilt, float facing );
void Update_State( void );
void Post_Think( void );
void Update_Animation( void );
bool Is_Locked( void ) { return StateLocked; }
bool Get_Leg_Mode( void );
int Get_Ouch_Type( const Vector3 & direction, const char * collision_box_name );
static void Set_Precision(void);
void Reset_Loiter_Delay( void );
void Set_Loiters_Allowed( bool allowed ) { LoitersAllowed = allowed; }
void Get_Information( StringClass & string );
private:
bool StateLocked;
HumanStateType State;
float StateTimer;
int StateFlags;
int SubState;
int WeaponHoldStyle; // How is he holding his weapon?
float WeaponHoldTimer; // How long until we lower the weapon?
bool LoitersAllowed;
float LoiterDelay;
float AimingTilt;
float AimingTurn;
HumanPhysClass * HumanPhys; // Our local copy // Physical Object for Human
HumanAnimControlClass * AnimControl; // Our local copy // Animation Control for Human Model
float TurnVelocity;
float LegRotation;
Matrix3D JumpTM;
float RecoilTimer; // remaining recoil time.
float RecoilScale; // scale factor on the recoil motion.
bool NoAnimBlend;
bool WeaponFired;
HumanAnimOverrideDef * HumanAnimOverride;
HumanLoiterGlobalSettingsDef * HumanLoiterCollection;
static const char * Get_Wound_Anim( int ouch_type );
static const char * Get_Death_Anim( int ouch_type );
void Update_Recoil(WeaponClass * weapon);
// Jumping code
void Begin_Jump( void );
void Complete_Jump( void );
};
#endif // HUMANSTATE_H