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CnC_Renegade/Code/Combat/vehicledriver.h

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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 : LevelEdit *
* *
* $Archive:: /Commando/Code/Combat/vehicledriver.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 10/14/01 2:57p $*
* *
* $Revision:: 11 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __VEHICLEDRIVER_H
#define __VEHICLEDRIVER_H
#include "vector3.h"
////////////////////////////////////////////////////////////////
// Forward declarations
////////////////////////////////////////////////////////////////
class PathClass;
class SmartGameObj;
class ChunkSaveClass;
class ChunkLoadClass;
class Matrix3D;
////////////////////////////////////////////////////////////////
//
// VehicleDriverClass
//
////////////////////////////////////////////////////////////////
class VehicleDriverClass
{
public:
////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////
VehicleDriverClass (void);
virtual ~VehicleDriverClass (void);
////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////
void Initialize (SmartGameObj *game_obj, PathClass *path);
void Reset (void);
void Set_Dest_Position (const Vector3 &pos) { m_FinalDest = pos; }
void Set_Next_Position (const Vector3 &pos) { m_CurrentDest = pos; }
bool Drive (void);
void Force_Backup (bool onoff);
bool Is_Backup_Forced (void) const;
void Get_Velocity (const Matrix3D &tm, Vector3 &vel_vector);
void Set_Max_Speed (float max_speed) { m_MaxSpeed = max_speed; }
float Get_Max_Speed (void) const { return m_MaxSpeed;}
void Set_Speed_Factor (float factor) { m_SpeedFactor = factor; }
float Get_Speed_Factor (void) const { return m_SpeedFactor; }
void Set_Arrived_Dist (float dist) { m_ArrivedDist = dist; }
float Get_Arrived_Dist (void) const { return m_ArrivedDist; }
//
// Save/load support
//
void Save (ChunkSaveClass &csave);
void Load (ChunkLoadClass &cload);
protected:
////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////
void Free () { }
bool Are_We_Stuck (const Vector3 &curr_pos);
void Apply_Controls (float forward_accel, float left_accel);
void Load_Variables (ChunkLoadClass &cload);
bool Drive_Tracked (void);
bool Drive_Wheeled (void);
float Calculate_Brake (float dist_to_goal, float expected_velocity, float curr_speed, float max_speed);
private:
////////////////////////////////////////////////////////////////
// Private member data
////////////////////////////////////////////////////////////////
Vector3 m_CurrentDest;
Vector3 m_FinalDest;
PathClass * m_CurrentPath;
SmartGameObj * m_GameObj;
float m_MaxSpeed;
float m_SpeedFactor;
float m_ArrivedDist;
Vector3 m_LastPos;
int m_BadProgressCount;
bool m_IsBackingUp;
bool m_IsBackupLocked;
bool m_TurnOffEngineWhenDone;
//bool m_IsBrakingForEnd;
float m_BrakingDist;
float m_LastFrameExpectedVelocity;
};
#endif //__VEHICLEDRIVER_H