/* ** 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 . */ /*********************************************************************************************** *** 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 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