This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Combat/pathaction.h

193 lines
5.9 KiB
C
Raw Permalink Normal View History

/*
** 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/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : Combat *
* *
* $Archive:: /Commando/Code/Combat/pathaction.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/16/01 3:26p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __PATHACTION_H
#define __PATHACTION_H
#include "elevator.h"
#include "vector3.h"
////////////////////////////////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////////////////////////////////
class SmartGameObj;
class PathClass;
class ChunkSaveClass;
class ChunkLoadClass;
////////////////////////////////////////////////////////////////////////////////////////////
//
// PathActionClass
//
////////////////////////////////////////////////////////////////////////////////////////////
class PathActionClass
{
public:
////////////////////////////////////////////////////////////////
// Public constants
////////////////////////////////////////////////////////////////
typedef enum
{
STATE_FINISHED = 0,
STATE_WAITING,
STATE_MOVING
} STATE;
typedef enum
{
TYPE_UNKNOWN = 0,
TYPE_JUMPING,
TYPE_ELEVATOR,
TYPE_DOOR,
TYPE_LADDER
} TYPE;
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
PathActionClass (void);
~PathActionClass (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Configuration
//
void Initialize (TYPE type, PathClass *path, SmartGameObj *game_obj, StaticPhysClass *mechanism = NULL);
void Set_Ladder_Index (int index) { LadderIndex = index; }
void Reset (void);
//
// Run-time interface
//
bool Process (void);
STATE Get_State (void) const { return State; }
const Vector3 &Get_Destination (void) const { return Destination; }
//
// Save/Load support
//
void Save (ChunkSaveClass &csave);
void Load (ChunkLoadClass &cload);
//
// Ladder occupant access
//
static ScriptableGameObj * Get_Ladder_Occupant (int ladder_index);
static void Set_Ladder_Occupant (int ladder_index, ScriptableGameObj *object);
private:
////////////////////////////////////////////////////////////////
// Private methods
////////////////////////////////////////////////////////////////
void Handle_Jump (void);
void Handle_Ladder (void);
void Handle_Door (void);
void Handle_Elevator (void);
bool Has_Arrived (void);
void Get_Elevator_Zone_Pos (ELEVATOR_ZONE zone_id, Vector3 *position);
void Load_Variables (ChunkLoadClass &cload);
void Set_Finished (void);
////////////////////////////////////////////////////////////////
// Private constants
////////////////////////////////////////////////////////////////
typedef enum
{
ELEVATOR_STATE_NONE = 0,
ELEVATOR_STATE_WAITING,
ELEVATOR_STATE_RIDING,
ELEVATOR_STATE_ENTERING,
ELEVATOR_STATE_EXITING,
} ELEVATOR_STATE;
typedef enum
{
DOOR_STATE_NONE = 0,
DOOR_STATE_GETTING_IN_POSITION,
DOOR_STATE_WAITING,
DOOR_STATE_ENTERING
} DOOR_STATE;
typedef enum
{
LADDER_STATE_NONE = 0,
LADDER_STATE_WAITING,
LADDER_STATE_GETTING_ON,
LADDER_STATE_CLIMBING
} LADDER_STATE;
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
ELEVATOR_STATE ElevatorState;
DOOR_STATE DoorState;
LADDER_STATE LadderState;
STATE State;
TYPE Type;
PathClass * Path;
StaticPhysClass * Mechanism;
SmartGameObj * GameObj;
Vector3 Destination;
Vector3 FacePos;
float Timer;
int LadderIndex;
static DynamicVectorClass<GameObjReference> LadderList;
};
#endif //__PATHACTION_H