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CnC_Renegade/Code/Combat/transition.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/transition.h $*
* *
* $Author:: Patrick $*
* *
* $Modtime:: 11/16/01 3:18p $*
* *
* $Revision:: 22 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef TRANSITION_H
#define TRANSITION_H
#include "always.h"
#include "matrix3d.h"
#include "aabox.h"
#include "gameobjref.h"
#include "vector.h"
#include "obbox.h"
#include "wwstring.h"
class SoldierGameObj;
class VehicleGameObj;
/*
** TransitionDataClass
*/
class TransitionDataClass {
public:
TransitionDataClass( void );
~TransitionDataClass( void ) { }
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
typedef enum {
DISABLED = -1,
LADDER_EXIT_TOP = 0,
LADDER_EXIT_BOTTOM,
LADDER_ENTER_TOP,
LADDER_ENTER_BOTTOM,
LEGACY_VEHICLE_ENTER_0,
LEGACY_VEHICLE_ENTER_1,
LEGACY_VEHICLE_EXIT_0,
LEGACY_VEHICLE_EXIT_1,
VEHICLE_ENTER,
VEHICLE_EXIT,
NUM_TRANSITION_TYPE
} StyleType;
static int Get_Num_Types( void ) { return NUM_TRANSITION_TYPE; }
static const char * Get_Type_Name( StyleType type );
StyleType Get_Type( void ) const { return Type; }
void Set_Type( StyleType type ) { Type = type; }
const OBBoxClass & Get_Zone( void ) const { return Zone; }
void Set_Zone( const OBBoxClass & zone ) { Zone = zone; }
const char * Get_Animation_Name( void ) const { return AnimationName; }
void Set_Animation_Name( const char * name ) { AnimationName = name; }
const Matrix3D & Get_Ending_TM( void ) const { return EndingTM; }
void Set_Ending_TM( const Matrix3D & tm ) { EndingTM = tm; }
private:
StyleType Type;
OBBoxClass Zone;
StringClass AnimationName;
Matrix3D EndingTM;
};
typedef DynamicVectorClass<TransitionDataClass *> TRANSITION_DATA_LIST;
/*
** TransitionCompletionDataClass
*/
struct TransitionCompletionDataStruct {
public:
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
TransitionDataClass::StyleType Type;
GameObjReference Vehicle;
};
/*
** TransitionInstanceClass
*/
class TransitionInstanceClass {
public:
TransitionInstanceClass( const TransitionDataClass & data );
~TransitionInstanceClass( void );
// Check for Triggering
bool Check( SoldierGameObj *obj, bool action_trigger );
void Start( SoldierGameObj *obj );
static void End( SoldierGameObj *obj, TransitionCompletionDataStruct * data );
TransitionDataClass::StyleType Get_Type( void ) const { return Data.Get_Type(); }
void Set_Parent_Transform( const Matrix3D & tm );
VehicleGameObj * Get_Vehicle( void ) { return (VehicleGameObj*)Vehicle.Get_Ptr(); }
void Set_Vehicle( VehicleGameObj * vehicle ) { Vehicle = (GameObjRefPtr)vehicle; }
// Accessors
const OBBoxClass & Get_Zone( void ) const { return Zone; }
const Matrix3D & Get_Ending_TM( void ) const { return EndingTM; }
int Get_Ladder_Index( void ) { return LadderIndex; }
void Set_Ladder_Index( int ladder_index ) { LadderIndex = ladder_index; }
protected:
Matrix3D EndingTM;
OBBoxClass Zone;
GameObjReference Vehicle;
const TransitionDataClass & Data;
int LadderIndex;
};
/*
**
*/
class TransitionManager {
public:
static void Reset( void );
static void Add( TransitionInstanceClass * transition );
static void Destroy( TransitionInstanceClass * transition );
static void Destroy_Pending( void );
static bool Check( SoldierGameObj *obj, bool action_trigger );
static void Build_Ladder_List (DynamicVectorClass<TransitionInstanceClass *> &list);
};
#endif // TRANSITION_H