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CnC_Renegade/Code/Combat/soldierobserver.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/soldierobserver.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 11/29/01 11:03a $*
* *
* $Revision:: 44 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef SOLDIEROBSERVER_H
#define SOLDIEROBSERVER_H
#include "always.h"
#include "persistentgameobjobserver.h"
#include "vector3.h"
#include "gameobjref.h"
#include "cover.h"
#include "wwstring.h"
#include "actionparams.h"
class SoldierGameObj;
class PhysicalGameObj;
class SoldierObserverClass : public PersistentGameObjObserverClass
{
public:
SoldierObserverClass(void);
virtual ~SoldierObserverClass(void);
virtual const char * Get_Name( void ) { return "Innate Soldier"; }
// PersistClass interface
virtual const PersistFactoryClass& Get_Factory(void) const;
virtual bool Save(ChunkSaveClass &csave);
virtual bool Load(ChunkLoadClass &cload);
// GameObjObserverClass interface
virtual void Attach(GameObject* obj);
virtual void Detach(GameObject* obj);
virtual void Created( GameObject * obj );
virtual void Destroyed( GameObject * obj );
virtual void Killed( GameObject * obj, GameObject * killer );
virtual void Damaged( GameObject * obj, GameObject * damager, float amount );
virtual void Custom( GameObject * obj, int type, int param, GameObject * sender );
virtual void Sound_Heard( GameObject * obj, const CombatSound & sound );
virtual void Enemy_Seen( GameObject * obj, GameObject * enemy );
virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason );
virtual void Timer_Expired( GameObject * obj, int timer_id );
virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
virtual void Poked( GameObject * obj, GameObject * poker );
virtual void Entered( GameObject * obj, GameObject * enterer ) {}
virtual void Exited( GameObject * obj, GameObject * exiter ) {}
// State access
void Reset_Conversation_Timer( void );
void Set_Home_Location( const Vector3& location, float radius ) { HomeLocation = location; HomeRadius = radius; }
void Set_Aggressiveness( float aggressiveness ) { Aggressiveness = aggressiveness; }
void Set_Take_Cover_Probability( float probability ) { TakeCoverProbability = probability; }
void Set_Is_Stationary( bool stationary ) { IsStationary = stationary; }
void Get_Information( StringClass & string );
typedef enum {
SOLDIER_AI_RELAXED_IDLE = 0,
SOLDIER_AI_ALERT_IDLE,
SOLDIER_AI_FOOTSTEPS_HEARD,
SOLDIER_AI_BULLET_HEARD,
SOLDIER_AI_GUNSHOT_HEARD,
SOLDIER_AI_ENEMY_SEEN,
NUM_SOLDIER_AI_STATES,
SOLDIER_AI_CONDITIONAL_IDLE = 100,
} SoldierAIStates;
bool Set_State( SoldierGameObj * soldier, int state, const Vector3& location = Vector3(0,0,0), GameObject* enemy = NULL);
private:
int State; // Current State
float StateTimer; // Time spent in this state
Vector3 HomeLocation; // Location to stay centered around
float HomeRadius; // Radius to stay within
Vector3 AlertPosition;
float ActionTimer; // Used to make us change actions periodically
GameObjReference EnemyObject;
bool CoveredAttack;
CoverEntryClass * CoverPosition;
float ConversationTimer;
bool IsAlerted;
float Aggressiveness;
float TakeCoverProbability;
bool IsStationary;
StringClass SubStateString;
int LastEvent;
int LastWeaponIndex;
/*
** Innate AI States
*/
void State_Changed( SoldierGameObj * soldier );
void Notify_Neighbors_Sound( SoldierGameObj * soldier, const CombatSound & sound );
void Notify_Neighbors_Enemy( SoldierGameObj * soldier, GameObject * enemy );
/*
** Innate AI State Actions
*/
void Think( SoldierGameObj * soldier, bool is_new_state = false );
void State_Act( SoldierGameObj* soldier, bool is_new_state = false );
void State_Act_Idle( SoldierGameObj * soldier );
void State_Act_Footsteps_Heard( SoldierGameObj * soldier );
void State_Act_Bullet_Heard( SoldierGameObj * soldier, bool is_new_state );
void State_Act_Gunshot_Heard( SoldierGameObj * soldier );
void State_Act_Attack( SoldierGameObj * soldier );
/*
** Innate AI Actions
*/
void Action_Reset( SoldierGameObj * soldier );
void Action_Face_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, bool crouched = false );
void Action_Goto_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
void Action_Goto_Location_Facing( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, const Vector3 & facing_pos, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
void Action_Attack_Object( SoldierGameObj * soldier, PhysicalGameObj * enemy, float range, bool kneel, const Vector3 & move_location, float arrived_distance );
void Action_Dive( SoldierGameObj * soldier, const Vector3 & location );
void Stay_Within_Home( SoldierGameObj * soldier, Vector3 * location, float * distance );
bool Take_Cover( SoldierGameObj * soldier, bool force_face = false, const Vector3 & face_pos = Vector3(0,0,0) );
void Look_Random( SoldierGameObj * soldier, float duration );
/*
** Innate AI Cover Positions
*/
void Release_Cover_Position( void );
};
#endif // SOLDIEROBSERVER_H