146 lines
5.3 KiB
C++
146 lines
5.3 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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Combat/vehicledriver.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 10/14/01 2:57p $*
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* *
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* $Revision:: 11 $*
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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 __VEHICLEDRIVER_H
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#define __VEHICLEDRIVER_H
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#include "vector3.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class PathClass;
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class SmartGameObj;
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class ChunkSaveClass;
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class ChunkLoadClass;
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class Matrix3D;
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////////////////////////////////////////////////////////////////
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//
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// VehicleDriverClass
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//
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////////////////////////////////////////////////////////////////
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class VehicleDriverClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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VehicleDriverClass (void);
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virtual ~VehicleDriverClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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void Initialize (SmartGameObj *game_obj, PathClass *path);
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void Reset (void);
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void Set_Dest_Position (const Vector3 &pos) { m_FinalDest = pos; }
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void Set_Next_Position (const Vector3 &pos) { m_CurrentDest = pos; }
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bool Drive (void);
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void Force_Backup (bool onoff);
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bool Is_Backup_Forced (void) const;
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void Get_Velocity (const Matrix3D &tm, Vector3 &vel_vector);
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void Set_Max_Speed (float max_speed) { m_MaxSpeed = max_speed; }
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float Get_Max_Speed (void) const { return m_MaxSpeed;}
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void Set_Speed_Factor (float factor) { m_SpeedFactor = factor; }
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float Get_Speed_Factor (void) const { return m_SpeedFactor; }
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void Set_Arrived_Dist (float dist) { m_ArrivedDist = dist; }
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float Get_Arrived_Dist (void) const { return m_ArrivedDist; }
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//
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// Save/load support
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//
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void Save (ChunkSaveClass &csave);
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void Load (ChunkLoadClass &cload);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void Free () { }
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bool Are_We_Stuck (const Vector3 &curr_pos);
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void Apply_Controls (float forward_accel, float left_accel);
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void Load_Variables (ChunkLoadClass &cload);
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bool Drive_Tracked (void);
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bool Drive_Wheeled (void);
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float Calculate_Brake (float dist_to_goal, float expected_velocity, float curr_speed, float max_speed);
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private:
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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Vector3 m_CurrentDest;
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Vector3 m_FinalDest;
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PathClass * m_CurrentPath;
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SmartGameObj * m_GameObj;
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float m_MaxSpeed;
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float m_SpeedFactor;
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float m_ArrivedDist;
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Vector3 m_LastPos;
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int m_BadProgressCount;
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bool m_IsBackingUp;
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bool m_IsBackupLocked;
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bool m_TurnOffEngineWhenDone;
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//bool m_IsBrakingForEnd;
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float m_BrakingDist;
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float m_LastFrameExpectedVelocity;
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};
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#endif //__VEHICLEDRIVER_H
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