/* ** 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 . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/cover.h $* * * * $Author:: Byon_g $* * * * $Modtime:: 9/12/00 5:56p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef COVER_H #define COVER_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef MATRIX3D_H #include "matrix3d.h" #endif #ifndef VECTOR_H #include "vector.h" #endif #ifndef REFCOUNT_H #include "refcount.h" #endif class ChunkSaveClass; class ChunkLoadClass; /* ** */ typedef DynamicVectorClass AttackPositionListType; class CoverEntryClass : public RefCountClass { public: CoverEntryClass( void ) : Transform(1), Crouch( false ), InUse( false ) {} ~CoverEntryClass( void ) {} bool Save( ChunkSaveClass & csave ); bool Load( ChunkLoadClass & cload ); void Set_Transform( const Matrix3D & tm ) { Transform = tm; } const Matrix3D & Get_Transform( void ) { return Transform; } AttackPositionListType * Get_Attack_Position_List( void ) { return &AttackPositionList; } Vector3 Get_Attack_Position( Vector3 & enemy_pos ); void Set_Crouch( bool crouch ) { Crouch = crouch; } bool Get_Crouch( void ) { return Crouch; } void Set_In_Use( bool in_use ) { InUse = in_use; } bool Get_In_Use( void ) { return InUse; } private: Matrix3D Transform; AttackPositionListType AttackPositionList; bool Crouch; bool InUse; }; /* ** */ class CoverManager { public: static void Init( void ); static void Shutdown( void ); static bool Save( ChunkSaveClass & csave ); static bool Load( ChunkLoadClass & cload ); static void Add_Entry( CoverEntryClass * entry ); static void Remove_Entry( CoverEntryClass * entry ); static void Remove_All( void ); static CoverEntryClass * Request_Cover( const Vector3 & cur_pos, const Vector3 & danger, float max_dist ); static void Release_Cover( CoverEntryClass * entry ); static bool Is_Cover_Safe( CoverEntryClass * cover, const Vector3 & danger ); private: static DynamicVectorClass CoverPositions; }; #endif // COVER_H