167 lines
5.5 KiB
C++
167 lines
5.5 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/control.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 2/21/02 5:06p $*
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* *
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* $Revision:: 36 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef CONTROL_H
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#define CONTROL_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef WWMATH_H
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#include "wwmath.h"
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#endif
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#ifndef WWDEBUG_H
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#include "wwdebug.h"
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#endif
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/*
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**
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*/
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class BitStreamClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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/*
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** ControlClass
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*/
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class ControlClass {
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public:
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typedef enum {
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BOOLEAN_ONE_TIME_FIRST,
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BOOLEAN_JUMP = BOOLEAN_ONE_TIME_FIRST,
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// BOOLEAN_CROUCH,
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BOOLEAN_WEAPON_NEXT,
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BOOLEAN_WEAPON_PREV,
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BOOLEAN_WEAPON_RELOAD,
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BOOLEAN_WEAPON_USE,
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BOOLEAN_DIVE_FORWARD,
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BOOLEAN_DIVE_BACKWARD,
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BOOLEAN_DIVE_LEFT,
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BOOLEAN_DIVE_RIGHT,
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BOOLEAN_ACTION, // was LADDER
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BOOLEAN_SELECT_NO_WEAPON,
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BOOLEAN_SELECT_WEAPON_0,
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BOOLEAN_SELECT_WEAPON_1,
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BOOLEAN_SELECT_WEAPON_2,
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BOOLEAN_SELECT_WEAPON_3,
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BOOLEAN_SELECT_WEAPON_4,
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BOOLEAN_SELECT_WEAPON_5,
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BOOLEAN_SELECT_WEAPON_6,
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BOOLEAN_SELECT_WEAPON_7,
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BOOLEAN_SELECT_WEAPON_8,
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BOOLEAN_SELECT_WEAPON_9,
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BOOLEAN_DROP_FLAG,
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BOOLEAN_VEHICLE_TOGGLE_GUNNER,
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BOOLEAN_CONTINUOUS_FIRST,
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BOOLEAN_WEAPON_FIRE_PRIMARY = BOOLEAN_CONTINUOUS_FIRST,
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BOOLEAN_WEAPON_FIRE_SECONDARY,
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BOOLEAN_WALK,
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BOOLEAN_CROUCH,
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BOOLEAN_TOTAL, // Number of boolean channels
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NUM_BOOLEAN_ONE_TIME = BOOLEAN_CONTINUOUS_FIRST - BOOLEAN_ONE_TIME_FIRST,
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NUM_BOOLEAN_CONTINUOUS = BOOLEAN_TOTAL - BOOLEAN_CONTINUOUS_FIRST,
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} BooleanControl;
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typedef enum {
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ANALOG_MOVE_FORWARD,
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ANALOG_MOVE_LEFT,
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ANALOG_MOVE_UP,
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ANALOG_TURN_LEFT,
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ANALOG_CONTROL_COUNT // Number of analog channels
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} AnalogControl;
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ControlClass( void ) : PendingOneTimeBooleanBits( 0 ) { Clear_Control(); }
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~ControlClass( void ) {}
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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void Clear_Control( void );
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void Clear_Boolean( void );
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ControlClass & operator = (const ControlClass & src);
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// Boolean Controls
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void Set_Boolean( BooleanControl control, bool state = true );
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bool Get_Boolean( BooleanControl control );
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void Clear_One_Time_Boolean( void ) {OneTimeBooleanBits = 0;}
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unsigned long Get_One_Time_Boolean_Bits(void) {return OneTimeBooleanBits;}
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unsigned char Get_Continuous_Boolean_Bits(void) {return ContinuousBooleanBits;}
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// Analog Controls
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void Set_Analog( AnalogControl control, float value );
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float Get_Analog( AnalogControl control );
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//float Get_Clamp( AnalogControl control );
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//unsigned char Scale_Analog(float clamp, float unscaled);
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//float Unscale_Analog(float clamp, unsigned char scaled);
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// Import & Export
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void Import_Cs( BitStreamClass & packet );
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void Export_Cs( BitStreamClass & packet );
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void Import_Sc( BitStreamClass & packet );
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void Export_Sc( BitStreamClass & packet );
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static void Set_Precision(void);
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private:
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unsigned long OneTimeBooleanBits;
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unsigned long PendingOneTimeBooleanBits;
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unsigned char ContinuousBooleanBits;
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unsigned char PendingContinuousBooleanBits;
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float AnalogValues[ ANALOG_CONTROL_COUNT ];
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};
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inline void ControlClass::Set_Analog( AnalogControl control, float value )
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{
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WWASSERT(WWMath::Is_Valid_Float(value));
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AnalogValues[ control ] = value;
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}
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inline float ControlClass::Get_Analog( AnalogControl control )
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{
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WWASSERT(WWMath::Is_Valid_Float(AnalogValues[ control ]));
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return AnalogValues[ control ];
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}
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#endif // CONTROL_H
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