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CnC_Renegade/Code/wwphys/waypath.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/>.
*/
/***********************************************************************************************
*** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/wwphys/waypath.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/10/01 11:20a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __WAYPATH_H
#define __WAYPATH_H
#include "persist.h"
#include "refcount.h"
#include "vector.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class WaypointClass;
class WaypathPositionClass;
class Vector3;
////////////////////////////////////////////////////////////////
//
// WaypathClass
//
////////////////////////////////////////////////////////////////
class WaypathClass : public PersistClass, public RefCountClass
{
public:
////////////////////////////////////////////////////////////////
// Public flags
////////////////////////////////////////////////////////////////
typedef enum
{
FLAG_TWO_WAY = 0x00000001,
FLAG_LOOPING = 0x00000002,
FLAG_HUMAN = 0x00000004,
FLAG_GROUND_VEHICLE = 0x00000008,
FLAG_FLYING_VEHICLE = 0x00000010,
FLAG_INNATE_PATHFIND = 0x00000020
} FLAGS;
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
WaypathClass (void);
WaypathClass (const WaypathPositionClass &start, const WaypathPositionClass &end);
virtual ~WaypathClass (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
//
// Identifaction methods
//
int Get_ID (void) const { return m_ID; }
void Set_ID (int id) { m_ID = id; }
//
// Waypoint methods
//
int Get_Point_Count (void) const { return m_Waypoints.Count (); }
WaypointClass * Get_Point (int index) const;
void Add_Point (const WaypointClass &point);
void Add_Point (const Vector3 &point);
//
// Flags
//
int Get_Flags (void) const { return m_Flags; }
void Set_Flags (int flags) { m_Flags = flags; }
bool Get_Flag (int flag) { return bool((m_Flags & flag) == flag); }
void Set_Flag (int flag, bool onoff);
//
// Position methods
//
bool Evaluate_Position (const WaypathPositionClass &pos, Vector3 *position);
//
// Serialization methods (from PersistClass)
//
const PersistFactoryClass & Get_Factory (void) const;
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
void On_Post_Load (void);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Free (void);
bool Load_Variables (ChunkLoadClass &cload);
private:
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
int m_ID;
int m_Flags;
DynamicVectorClass<WaypointClass *> m_Waypoints;
};
//////////////////////////////////////////////////////////////////////////////
// Get_Point
//////////////////////////////////////////////////////////////////////////////
inline WaypointClass *
WaypathClass::Get_Point (int index) const
{
WaypointClass *waypoint = NULL;
//
// Check to ensure the requested index is valid
//
if (index >= 0 && index < m_Waypoints.Count ()) {
waypoint = m_Waypoints[index];
}
return waypoint;
}
#endif //__WAYPATH_H