176 lines
5.6 KiB
C++
176 lines
5.6 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/transition.h $*
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* *
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* $Author:: Patrick $*
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* *
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* $Modtime:: 11/16/01 3:18p $*
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* *
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* $Revision:: 22 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef TRANSITION_H
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#define TRANSITION_H
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#include "always.h"
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#include "matrix3d.h"
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#include "aabox.h"
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#include "gameobjref.h"
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#include "vector.h"
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#include "obbox.h"
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#include "wwstring.h"
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class SoldierGameObj;
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class VehicleGameObj;
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/*
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** TransitionDataClass
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*/
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class TransitionDataClass {
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public:
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TransitionDataClass( void );
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~TransitionDataClass( void ) { }
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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typedef enum {
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DISABLED = -1,
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LADDER_EXIT_TOP = 0,
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LADDER_EXIT_BOTTOM,
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LADDER_ENTER_TOP,
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LADDER_ENTER_BOTTOM,
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LEGACY_VEHICLE_ENTER_0,
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LEGACY_VEHICLE_ENTER_1,
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LEGACY_VEHICLE_EXIT_0,
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LEGACY_VEHICLE_EXIT_1,
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VEHICLE_ENTER,
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VEHICLE_EXIT,
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NUM_TRANSITION_TYPE
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} StyleType;
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static int Get_Num_Types( void ) { return NUM_TRANSITION_TYPE; }
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static const char * Get_Type_Name( StyleType type );
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StyleType Get_Type( void ) const { return Type; }
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void Set_Type( StyleType type ) { Type = type; }
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const OBBoxClass & Get_Zone( void ) const { return Zone; }
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void Set_Zone( const OBBoxClass & zone ) { Zone = zone; }
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const char * Get_Animation_Name( void ) const { return AnimationName; }
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void Set_Animation_Name( const char * name ) { AnimationName = name; }
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const Matrix3D & Get_Ending_TM( void ) const { return EndingTM; }
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void Set_Ending_TM( const Matrix3D & tm ) { EndingTM = tm; }
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private:
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StyleType Type;
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OBBoxClass Zone;
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StringClass AnimationName;
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Matrix3D EndingTM;
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};
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typedef DynamicVectorClass<TransitionDataClass *> TRANSITION_DATA_LIST;
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/*
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** TransitionCompletionDataClass
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*/
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struct TransitionCompletionDataStruct {
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public:
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bool Save( ChunkSaveClass & csave );
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bool Load( ChunkLoadClass & cload );
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TransitionDataClass::StyleType Type;
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GameObjReference Vehicle;
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};
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/*
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** TransitionInstanceClass
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*/
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class TransitionInstanceClass {
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public:
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TransitionInstanceClass( const TransitionDataClass & data );
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~TransitionInstanceClass( void );
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// Check for Triggering
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bool Check( SoldierGameObj *obj, bool action_trigger );
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void Start( SoldierGameObj *obj );
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static void End( SoldierGameObj *obj, TransitionCompletionDataStruct * data );
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TransitionDataClass::StyleType Get_Type( void ) const { return Data.Get_Type(); }
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void Set_Parent_Transform( const Matrix3D & tm );
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VehicleGameObj * Get_Vehicle( void ) { return (VehicleGameObj*)Vehicle.Get_Ptr(); }
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void Set_Vehicle( VehicleGameObj * vehicle ) { Vehicle = (GameObjRefPtr)vehicle; }
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// Accessors
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const OBBoxClass & Get_Zone( void ) const { return Zone; }
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const Matrix3D & Get_Ending_TM( void ) const { return EndingTM; }
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int Get_Ladder_Index( void ) { return LadderIndex; }
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void Set_Ladder_Index( int ladder_index ) { LadderIndex = ladder_index; }
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protected:
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Matrix3D EndingTM;
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OBBoxClass Zone;
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GameObjReference Vehicle;
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const TransitionDataClass & Data;
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int LadderIndex;
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};
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/*
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**
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*/
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class TransitionManager {
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public:
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static void Reset( void );
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static void Add( TransitionInstanceClass * transition );
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static void Destroy( TransitionInstanceClass * transition );
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static void Destroy_Pending( void );
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static bool Check( SoldierGameObj *obj, bool action_trigger );
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static void Build_Ladder_List (DynamicVectorClass<TransitionInstanceClass *> &list);
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};
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#endif // TRANSITION_H
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