/* ** 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 : Combat * * * * $Archive:: /Commando/Code/Combat/pathaction.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/16/01 3:26p $* * * * $Revision:: 7 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __PATHACTION_H #define __PATHACTION_H #include "elevator.h" #include "vector3.h" //////////////////////////////////////////////////////////////////////////////////////////// // Forward declarations //////////////////////////////////////////////////////////////////////////////////////////// class SmartGameObj; class PathClass; class ChunkSaveClass; class ChunkLoadClass; //////////////////////////////////////////////////////////////////////////////////////////// // // PathActionClass // //////////////////////////////////////////////////////////////////////////////////////////// class PathActionClass { public: //////////////////////////////////////////////////////////////// // Public constants //////////////////////////////////////////////////////////////// typedef enum { STATE_FINISHED = 0, STATE_WAITING, STATE_MOVING } STATE; typedef enum { TYPE_UNKNOWN = 0, TYPE_JUMPING, TYPE_ELEVATOR, TYPE_DOOR, TYPE_LADDER } TYPE; //////////////////////////////////////////////////////////////// // Public constructors/destructors //////////////////////////////////////////////////////////////// PathActionClass (void); ~PathActionClass (void); //////////////////////////////////////////////////////////////// // Public methods //////////////////////////////////////////////////////////////// // // Configuration // void Initialize (TYPE type, PathClass *path, SmartGameObj *game_obj, StaticPhysClass *mechanism = NULL); void Set_Ladder_Index (int index) { LadderIndex = index; } void Reset (void); // // Run-time interface // bool Process (void); STATE Get_State (void) const { return State; } const Vector3 &Get_Destination (void) const { return Destination; } // // Save/Load support // void Save (ChunkSaveClass &csave); void Load (ChunkLoadClass &cload); // // Ladder occupant access // static ScriptableGameObj * Get_Ladder_Occupant (int ladder_index); static void Set_Ladder_Occupant (int ladder_index, ScriptableGameObj *object); private: //////////////////////////////////////////////////////////////// // Private methods //////////////////////////////////////////////////////////////// void Handle_Jump (void); void Handle_Ladder (void); void Handle_Door (void); void Handle_Elevator (void); bool Has_Arrived (void); void Get_Elevator_Zone_Pos (ELEVATOR_ZONE zone_id, Vector3 *position); void Load_Variables (ChunkLoadClass &cload); void Set_Finished (void); //////////////////////////////////////////////////////////////// // Private constants //////////////////////////////////////////////////////////////// typedef enum { ELEVATOR_STATE_NONE = 0, ELEVATOR_STATE_WAITING, ELEVATOR_STATE_RIDING, ELEVATOR_STATE_ENTERING, ELEVATOR_STATE_EXITING, } ELEVATOR_STATE; typedef enum { DOOR_STATE_NONE = 0, DOOR_STATE_GETTING_IN_POSITION, DOOR_STATE_WAITING, DOOR_STATE_ENTERING } DOOR_STATE; typedef enum { LADDER_STATE_NONE = 0, LADDER_STATE_WAITING, LADDER_STATE_GETTING_ON, LADDER_STATE_CLIMBING } LADDER_STATE; //////////////////////////////////////////////////////////////// // Private member data //////////////////////////////////////////////////////////////// ELEVATOR_STATE ElevatorState; DOOR_STATE DoorState; LADDER_STATE LadderState; STATE State; TYPE Type; PathClass * Path; StaticPhysClass * Mechanism; SmartGameObj * GameObj; Vector3 Destination; Vector3 FacePos; float Timer; int LadderIndex; static DynamicVectorClass LadderList; }; #endif //__PATHACTION_H