169 lines
7.3 KiB
C++
169 lines
7.3 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/soldierobserver.h $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 11/29/01 11:03a $*
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* *
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* $Revision:: 44 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef SOLDIEROBSERVER_H
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#define SOLDIEROBSERVER_H
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#include "always.h"
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#include "persistentgameobjobserver.h"
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#include "vector3.h"
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#include "gameobjref.h"
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#include "cover.h"
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#include "wwstring.h"
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#include "actionparams.h"
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class SoldierGameObj;
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class PhysicalGameObj;
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class SoldierObserverClass : public PersistentGameObjObserverClass
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{
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public:
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SoldierObserverClass(void);
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virtual ~SoldierObserverClass(void);
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virtual const char * Get_Name( void ) { return "Innate Soldier"; }
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// PersistClass interface
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virtual const PersistFactoryClass& Get_Factory(void) const;
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virtual bool Save(ChunkSaveClass &csave);
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virtual bool Load(ChunkLoadClass &cload);
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// GameObjObserverClass interface
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virtual void Attach(GameObject* obj);
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virtual void Detach(GameObject* obj);
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virtual void Created( GameObject * obj );
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virtual void Destroyed( GameObject * obj );
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virtual void Killed( GameObject * obj, GameObject * killer );
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virtual void Damaged( GameObject * obj, GameObject * damager, float amount );
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virtual void Custom( GameObject * obj, int type, int param, GameObject * sender );
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virtual void Sound_Heard( GameObject * obj, const CombatSound & sound );
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virtual void Enemy_Seen( GameObject * obj, GameObject * enemy );
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virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason );
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virtual void Timer_Expired( GameObject * obj, int timer_id );
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virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
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virtual void Poked( GameObject * obj, GameObject * poker );
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virtual void Entered( GameObject * obj, GameObject * enterer ) {}
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virtual void Exited( GameObject * obj, GameObject * exiter ) {}
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// State access
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void Reset_Conversation_Timer( void );
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void Set_Home_Location( const Vector3& location, float radius ) { HomeLocation = location; HomeRadius = radius; }
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void Set_Aggressiveness( float aggressiveness ) { Aggressiveness = aggressiveness; }
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void Set_Take_Cover_Probability( float probability ) { TakeCoverProbability = probability; }
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void Set_Is_Stationary( bool stationary ) { IsStationary = stationary; }
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void Get_Information( StringClass & string );
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typedef enum {
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SOLDIER_AI_RELAXED_IDLE = 0,
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SOLDIER_AI_ALERT_IDLE,
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SOLDIER_AI_FOOTSTEPS_HEARD,
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SOLDIER_AI_BULLET_HEARD,
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SOLDIER_AI_GUNSHOT_HEARD,
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SOLDIER_AI_ENEMY_SEEN,
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NUM_SOLDIER_AI_STATES,
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SOLDIER_AI_CONDITIONAL_IDLE = 100,
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} SoldierAIStates;
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bool Set_State( SoldierGameObj * soldier, int state, const Vector3& location = Vector3(0,0,0), GameObject* enemy = NULL);
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private:
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int State; // Current State
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float StateTimer; // Time spent in this state
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Vector3 HomeLocation; // Location to stay centered around
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float HomeRadius; // Radius to stay within
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Vector3 AlertPosition;
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float ActionTimer; // Used to make us change actions periodically
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GameObjReference EnemyObject;
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bool CoveredAttack;
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CoverEntryClass * CoverPosition;
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float ConversationTimer;
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bool IsAlerted;
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float Aggressiveness;
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float TakeCoverProbability;
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bool IsStationary;
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StringClass SubStateString;
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int LastEvent;
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int LastWeaponIndex;
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/*
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** Innate AI States
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*/
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void State_Changed( SoldierGameObj * soldier );
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void Notify_Neighbors_Sound( SoldierGameObj * soldier, const CombatSound & sound );
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void Notify_Neighbors_Enemy( SoldierGameObj * soldier, GameObject * enemy );
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/*
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** Innate AI State Actions
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*/
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void Think( SoldierGameObj * soldier, bool is_new_state = false );
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void State_Act( SoldierGameObj* soldier, bool is_new_state = false );
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void State_Act_Idle( SoldierGameObj * soldier );
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void State_Act_Footsteps_Heard( SoldierGameObj * soldier );
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void State_Act_Bullet_Heard( SoldierGameObj * soldier, bool is_new_state );
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void State_Act_Gunshot_Heard( SoldierGameObj * soldier );
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void State_Act_Attack( SoldierGameObj * soldier );
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/*
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** Innate AI Actions
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*/
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void Action_Reset( SoldierGameObj * soldier );
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void Action_Face_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, bool crouched = false );
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void Action_Goto_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
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void Action_Goto_Location_Facing( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, const Vector3 & facing_pos, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
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void Action_Attack_Object( SoldierGameObj * soldier, PhysicalGameObj * enemy, float range, bool kneel, const Vector3 & move_location, float arrived_distance );
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void Action_Dive( SoldierGameObj * soldier, const Vector3 & location );
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void Stay_Within_Home( SoldierGameObj * soldier, Vector3 * location, float * distance );
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bool Take_Cover( SoldierGameObj * soldier, bool force_face = false, const Vector3 & face_pos = Vector3(0,0,0) );
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void Look_Random( SoldierGameObj * soldier, float duration );
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/*
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** Innate AI Cover Positions
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*/
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void Release_Cover_Position( void );
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};
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#endif // SOLDIEROBSERVER_H
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