165 lines
5.6 KiB
C++
165 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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*** 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/wwphys/waypath.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/10/01 11:20a $*
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* *
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* $Revision:: 4 $*
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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 __WAYPATH_H
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#define __WAYPATH_H
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#include "persist.h"
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#include "refcount.h"
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#include "vector.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class WaypointClass;
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class WaypathPositionClass;
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class Vector3;
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////////////////////////////////////////////////////////////////
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//
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// WaypathClass
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//
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////////////////////////////////////////////////////////////////
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class WaypathClass : public PersistClass, public RefCountClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public flags
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////////////////////////////////////////////////////////////////
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typedef enum
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{
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FLAG_TWO_WAY = 0x00000001,
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FLAG_LOOPING = 0x00000002,
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FLAG_HUMAN = 0x00000004,
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FLAG_GROUND_VEHICLE = 0x00000008,
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FLAG_FLYING_VEHICLE = 0x00000010,
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FLAG_INNATE_PATHFIND = 0x00000020
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} FLAGS;
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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WaypathClass (void);
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WaypathClass (const WaypathPositionClass &start, const WaypathPositionClass &end);
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virtual ~WaypathClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// Identifaction methods
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//
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int Get_ID (void) const { return m_ID; }
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void Set_ID (int id) { m_ID = id; }
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//
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// Waypoint methods
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//
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int Get_Point_Count (void) const { return m_Waypoints.Count (); }
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WaypointClass * Get_Point (int index) const;
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void Add_Point (const WaypointClass &point);
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void Add_Point (const Vector3 &point);
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//
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// Flags
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//
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int Get_Flags (void) const { return m_Flags; }
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void Set_Flags (int flags) { m_Flags = flags; }
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bool Get_Flag (int flag) { return bool((m_Flags & flag) == flag); }
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void Set_Flag (int flag, bool onoff);
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//
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// Position methods
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//
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bool Evaluate_Position (const WaypathPositionClass &pos, Vector3 *position);
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//
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// Serialization methods (from PersistClass)
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//
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const PersistFactoryClass & Get_Factory (void) const;
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bool Save (ChunkSaveClass &csave);
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bool Load (ChunkLoadClass &cload);
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void On_Post_Load (void);
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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 (void);
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bool Load_Variables (ChunkLoadClass &cload);
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private:
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////////////////////////////////////////////////////////////////
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// Private member data
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////////////////////////////////////////////////////////////////
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int m_ID;
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int m_Flags;
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DynamicVectorClass<WaypointClass *> m_Waypoints;
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};
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//////////////////////////////////////////////////////////////////////////////
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// Get_Point
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//////////////////////////////////////////////////////////////////////////////
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inline WaypointClass *
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WaypathClass::Get_Point (int index) const
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{
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WaypointClass *waypoint = NULL;
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//
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// Check to ensure the requested index is valid
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//
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if (index >= 0 && index < m_Waypoints.Count ()) {
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waypoint = m_Waypoints[index];
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}
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return waypoint;
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}
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#endif //__WAYPATH_H
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