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