192 lines
5.9 KiB
C++
192 lines
5.9 KiB
C++
/*
|
|
** 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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** 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<GameObjReference> LadderList;
|
|
};
|
|
|
|
#endif //__PATHACTION_H
|