mirror of
https://github.com/electronicarts/CnC_Renegade.git
synced 2025-12-15 23:21:40 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
349
Code/Combat/globalsettings.h
Normal file
349
Code/Combat/globalsettings.h
Normal file
@@ -0,0 +1,349 @@
|
||||
/*
|
||||
** 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/>.
|
||||
*/
|
||||
|
||||
/***********************************************************************************************
|
||||
*** Confidential - Westwood Studios ***
|
||||
***********************************************************************************************
|
||||
* *
|
||||
* Project Name : Commando *
|
||||
* *
|
||||
* $Archive:: /Commando/Code/Combat/globalsettings.h $*
|
||||
* *
|
||||
* $Author:: Greg_h $*
|
||||
* *
|
||||
* $Modtime:: 11/27/01 10:56a $*
|
||||
* *
|
||||
* $Revision:: 33 $*
|
||||
* *
|
||||
*---------------------------------------------------------------------------------------------*
|
||||
* Functions: *
|
||||
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
||||
|
||||
#ifndef GLOBALSETTINGS_H
|
||||
#define GLOBALSETTINGS_H
|
||||
|
||||
#ifndef ALWAYS_H
|
||||
#include "always.h"
|
||||
#endif
|
||||
|
||||
#ifndef DEFINITION_H
|
||||
#include "definition.h"
|
||||
#endif
|
||||
|
||||
#ifndef RECT_H
|
||||
#include "rect.h"
|
||||
#endif
|
||||
|
||||
/*
|
||||
** GlobalSettingsDef - Defintion class for a GlobalSettingsDef
|
||||
*/
|
||||
class GlobalSettingsDef : public DefinitionClass
|
||||
{
|
||||
public:
|
||||
GlobalSettingsDef( void );
|
||||
~GlobalSettingsDef( void );
|
||||
|
||||
virtual uint32 Get_Class_ID( void ) const;
|
||||
virtual PersistClass * Create( void ) const ;
|
||||
virtual bool Save( ChunkSaveClass &csave );
|
||||
virtual bool Load( ChunkLoadClass &cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
|
||||
DECLARE_EDITABLE( GlobalSettingsDef, DefinitionClass );
|
||||
|
||||
static GlobalSettingsDef * Get_Global_Settings (void) { return GlobalSettings; }
|
||||
int Get_Death_Sound_ID (void) const { return DeathSoundID; }
|
||||
int Get_EVA_Objectives_Sound_ID (void) const { return EVAObjectivesSoundID; }
|
||||
int Get_HUD_Help_Text_Sound_ID (void) const { return HUDHelpTextSoundID; }
|
||||
|
||||
float Get_Conversation_Dist (void) const { return MaxConversationDist; }
|
||||
float Get_Combat_Conversation_Dist (void) const { return MaxCombatConversationDist; }
|
||||
|
||||
float Get_Soldier_Walk_Speed(void) const { return SoldierWalkSpeed; }
|
||||
float Get_Soldier_Crouch_Speed(void) const { return SoldierCrouchSpeed; }
|
||||
|
||||
float Get_Falling_Damage_Min_Distance(void) const { return FallingDamageMinDistance; }
|
||||
float Get_Falling_Damage_Max_Distance(void) const { return FallingDamageMaxDistance; }
|
||||
int Get_Falling_Damage_Warhead(void) const { return FallingDamageWarhead; }
|
||||
|
||||
const char * Get_Purchase_GDI_Characters_Texture(void) const { return PurchaseGDICharactersTexture; }
|
||||
const char * Get_Purchase_GDI_Vehicles_Texture(void) const { return PurchaseGDIVehiclesTexture; }
|
||||
const char * Get_Purchase_GDI_Equipment_Texture(void) const { return PurchaseGDIEquipmentTexture; }
|
||||
|
||||
const char * Get_Purchase_NOD_Characters_Texture(void) const { return PurchaseNODCharactersTexture; }
|
||||
const char * Get_Purchase_NOD_Vehicles_Texture(void) const { return PurchaseNODVehiclesTexture; }
|
||||
const char * Get_Purchase_NOD_Equipment_Texture(void) const { return PurchaseNODEquipmentTexture; }
|
||||
|
||||
const char * Get_Purchase_NOD_MUT_Characters_Texture(void) const { return PurchaseNODMUTCharactersTexture; }
|
||||
const char * Get_Purchase_NOD_MUT_Vehicles_Texture(void) const { return PurchaseNODMUTVehiclesTexture; }
|
||||
const char * Get_Purchase_NOD_MUT_Equipment_Texture(void) const { return PurchaseNODMUTEquipmentTexture; }
|
||||
|
||||
const char * Get_Purchase_GDI_MUT_Characters_Texture(void) const { return PurchaseGDIMUTCharactersTexture; }
|
||||
const char * Get_Purchase_GDI_MUT_Vehicles_Texture(void) const { return PurchaseGDIMUTVehiclesTexture; }
|
||||
const char * Get_Purchase_GDI_MUT_Equipment_Texture(void) const { return PurchaseGDIMUTEquipmentTexture; }
|
||||
|
||||
int Get_Encyclopedia_Event_String_ID(void) const { return EncyclopediaEventStringID; }
|
||||
|
||||
float Get_Stealth_Distance_Human(void) const { return StealthDistanceHuman; }
|
||||
float Get_Stealth_Distance_Vehicle(void) const { return StealthDistanceVehicle; }
|
||||
|
||||
float Get_MP_Stealth_Distance_Human(void) const { return MPStealthDistanceHuman; }
|
||||
float Get_MP_Stealth_Distance_Vehicle(void) const { return MPStealthDistanceVehicle; }
|
||||
|
||||
protected:
|
||||
|
||||
int DeathSoundID;
|
||||
int EVAObjectivesSoundID;
|
||||
int HUDHelpTextSoundID;
|
||||
float MaxConversationDist;
|
||||
float MaxCombatConversationDist;
|
||||
float SoldierWalkSpeed;
|
||||
float SoldierCrouchSpeed;
|
||||
float FallingDamageMinDistance;
|
||||
float FallingDamageMaxDistance;
|
||||
|
||||
StringClass PurchaseGDICharactersTexture;
|
||||
StringClass PurchaseGDIVehiclesTexture;
|
||||
StringClass PurchaseGDIEquipmentTexture;
|
||||
|
||||
StringClass PurchaseNODCharactersTexture;
|
||||
StringClass PurchaseNODVehiclesTexture;
|
||||
StringClass PurchaseNODEquipmentTexture;
|
||||
|
||||
StringClass PurchaseGDIMUTCharactersTexture;
|
||||
StringClass PurchaseGDIMUTVehiclesTexture;
|
||||
StringClass PurchaseGDIMUTEquipmentTexture;
|
||||
|
||||
StringClass PurchaseNODMUTCharactersTexture;
|
||||
StringClass PurchaseNODMUTVehiclesTexture;
|
||||
StringClass PurchaseNODMUTEquipmentTexture;
|
||||
|
||||
int EncyclopediaEventStringID;
|
||||
|
||||
int FallingDamageWarhead;
|
||||
|
||||
float StealthDistanceHuman;
|
||||
float StealthDistanceVehicle;
|
||||
float MPStealthDistanceHuman;
|
||||
float MPStealthDistanceVehicle;
|
||||
|
||||
static GlobalSettingsDef * GlobalSettings;
|
||||
};
|
||||
|
||||
/*
|
||||
** HumanLoiterGlobalSettingsDef - Defintion class for a HumanLoiterGlobalSettingsDef
|
||||
*/
|
||||
class HumanLoiterGlobalSettingsDef : public DefinitionClass
|
||||
{
|
||||
public:
|
||||
HumanLoiterGlobalSettingsDef( void );
|
||||
~HumanLoiterGlobalSettingsDef( void );
|
||||
|
||||
virtual uint32 Get_Class_ID( void ) const;
|
||||
virtual PersistClass * Create( void ) const ;
|
||||
virtual bool Save( ChunkSaveClass &csave );
|
||||
virtual bool Load( ChunkLoadClass &cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
|
||||
DECLARE_EDITABLE( HumanLoiterGlobalSettingsDef, DefinitionClass );
|
||||
|
||||
float Get_Activation_Delay( void ) { return ActivationDelay; }
|
||||
const char * Pick_Animation( void );
|
||||
|
||||
static HumanLoiterGlobalSettingsDef * Get_Default_Loiters( void );
|
||||
static HumanLoiterGlobalSettingsDef * Get_Weapon_Loiters( void );
|
||||
static HumanLoiterGlobalSettingsDef * Get_Weaponless_Loiters( void );
|
||||
|
||||
protected:
|
||||
float ActivationDelay;
|
||||
float LoiterFrequency;
|
||||
DynamicVectorClass<StringClass> LoiterAnimList;
|
||||
|
||||
static HumanLoiterGlobalSettingsDef * DefaultLoiters;
|
||||
static HumanLoiterGlobalSettingsDef * WeaponLoiters;
|
||||
static HumanLoiterGlobalSettingsDef * WeaponlessLoiters;
|
||||
};
|
||||
|
||||
/*
|
||||
** HUDGlobalSettingsDef - Defintion class for a HUDGlobalSettingsDef
|
||||
*/
|
||||
class HUDGlobalSettingsDef : public DefinitionClass
|
||||
{
|
||||
public:
|
||||
HUDGlobalSettingsDef( void );
|
||||
virtual ~HUDGlobalSettingsDef( void );
|
||||
|
||||
virtual uint32 Get_Class_ID( void ) const;
|
||||
virtual PersistClass * Create( void ) const ;
|
||||
virtual bool Save( ChunkSaveClass &csave );
|
||||
virtual bool Load( ChunkLoadClass &cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
|
||||
DECLARE_EDITABLE( HUDGlobalSettingsDef, DefinitionClass );
|
||||
|
||||
static const HUDGlobalSettingsDef * Get_Instance( void ) { return Instance; }
|
||||
|
||||
// Colors
|
||||
const Vector3 & Get_Nod_Color( void ) const { return NodColor; }
|
||||
const Vector3 & Get_GDI_Color( void ) const { return GDIColor; }
|
||||
const Vector3 & Get_Neutral_Color( void ) const { return NeutralColor; }
|
||||
const Vector3 & Get_Mutant_Color( void ) const { return MutantColor; }
|
||||
const Vector3 & Get_Renegade_Color( void ) const { return RenegadeColor; }
|
||||
|
||||
const Vector3 & Get_Primary_Objective_Color( void ) const { return PrimaryObjectiveColor; }
|
||||
const Vector3 & Get_Secondary_Objective_Color( void ) const { return SecondaryObjectiveColor; }
|
||||
const Vector3 & Get_Tertiary_Objective_Color( void ) const { return TertiaryObjectiveColor; }
|
||||
|
||||
const Vector3 & Get_Health_High_Color( void ) const { return HealthHighColor; }
|
||||
const Vector3 & Get_Health_Med_Color( void ) const { return HealthMedColor; }
|
||||
const Vector3 & Get_Health_Low_Color( void ) const { return HealthLowColor; }
|
||||
|
||||
const Vector3 & Get_Enemy_Color( void ) const { return EnemyColor; }
|
||||
const Vector3 & Get_Friendly_Color( void ) const { return FriendlyColor; }
|
||||
const Vector3 & Get_No_Relation_Color( void ) const { return NoRelationColor; }
|
||||
|
||||
public:
|
||||
Vector3 NodColor;
|
||||
Vector3 GDIColor;
|
||||
Vector3 NeutralColor;
|
||||
Vector3 MutantColor;
|
||||
Vector3 RenegadeColor;
|
||||
Vector3 PrimaryObjectiveColor;
|
||||
Vector3 SecondaryObjectiveColor;
|
||||
Vector3 TertiaryObjectiveColor;
|
||||
Vector3 HealthHighColor;
|
||||
Vector3 HealthMedColor;
|
||||
Vector3 HealthLowColor;
|
||||
Vector3 EnemyColor;
|
||||
Vector3 FriendlyColor;
|
||||
Vector3 NoRelationColor;
|
||||
|
||||
// 2D interface settings
|
||||
float InfoTextureSize;
|
||||
Vector2 StarBracketSize;
|
||||
Vector2 StarBracketOffset;
|
||||
RectClass StarBracketUV;
|
||||
Vector2 StarBracketTopSize;
|
||||
Vector2 StarBracketTopOffset;
|
||||
RectClass StarBracketTopUV;
|
||||
Vector2 StarBracketTopArmedSize;
|
||||
Vector2 StarBracketTopArmedOffset;
|
||||
RectClass StarBracketTopArmedUV;
|
||||
Vector2 StarBarSize;
|
||||
Vector2 StarBarOffset;
|
||||
RectClass StarBarUV;
|
||||
Vector2 StarBarEndSize;
|
||||
Vector2 StarBarEndOffset;
|
||||
RectClass StarBarEndUV;
|
||||
Vector2 StarHealthSize;
|
||||
Vector2 StarHealthOffset;
|
||||
RectClass StarHealthUV;
|
||||
Vector2 StarShieldSize;
|
||||
Vector2 StarShieldOffset;
|
||||
RectClass StarShieldUV;
|
||||
Vector2 StarWeaponIconSize;
|
||||
Vector2 StarWeaponIconOffset;
|
||||
|
||||
Vector2 TargetBracketSize;
|
||||
Vector2 TargetBracketOffset;
|
||||
RectClass TargetBracketUV;
|
||||
Vector2 TargetIconSize;
|
||||
Vector2 TargetIconOffset;
|
||||
Vector2 TargetNameBarSize;
|
||||
Vector2 TargetNameBarOffset;
|
||||
RectClass TargetNameBarUV;
|
||||
Vector2 TargetNameOffset;
|
||||
Vector2 TargetBarSize;
|
||||
Vector2 TargetBarOffset;
|
||||
RectClass TargetBarUV;
|
||||
Vector2 TargetBarEndSize;
|
||||
Vector2 TargetBarEndOffset;
|
||||
RectClass TargetBarEndUV;
|
||||
Vector2 TargetHealthSize;
|
||||
Vector2 TargetHealthOffset;
|
||||
RectClass TargetHealthUV;
|
||||
Vector2 TargetShieldSize;
|
||||
Vector2 TargetShieldOffset;
|
||||
RectClass TargetShieldUV;
|
||||
|
||||
float RadarTextureSize;
|
||||
Vector2 RadarOffset;
|
||||
float RadarRadius;
|
||||
Vector2 RadarFrameSize;
|
||||
RectClass RadarFrameUV;
|
||||
Vector2 RadarCompassOffset;
|
||||
Vector2 RadarCompassSize;
|
||||
RectClass RadarCompassBaseUV;
|
||||
Vector2 RadarCompassUVOffset;
|
||||
RectClass RadarHumanBlipUV;
|
||||
RectClass RadarVehicleBlipUV;
|
||||
RectClass RadarStationaryBlipUV;
|
||||
RectClass RadarObjectiveBlipUV;
|
||||
RectClass RadarBlipBracketUV;
|
||||
RectClass RadarSweepUV;
|
||||
int RadarOnSoundID;
|
||||
int RadarOffSoundID;
|
||||
|
||||
float SniperTextureSize;
|
||||
RectClass SniperView;
|
||||
RectClass SniperViewUV;
|
||||
RectClass SniperScanLineUV;
|
||||
RectClass SniperBlackCoverUV;
|
||||
RectClass SniperTiltBar;
|
||||
float SniperTiltBarRate;
|
||||
RectClass SniperTiltBarUV;
|
||||
RectClass SniperTurnBar;
|
||||
float SniperTurnBarRate;
|
||||
RectClass SniperTurnBarUV;
|
||||
RectClass SniperDistanceGraph;
|
||||
RectClass SniperDistanceGraphUV;
|
||||
float SniperDistanceGraphMax;
|
||||
RectClass SniperZoomGraph;
|
||||
RectClass SniperZoomGraphUV;
|
||||
|
||||
RectClass DamageIndicatorUV;
|
||||
RectClass DamageDiagIndicatorUV;
|
||||
|
||||
static HUDGlobalSettingsDef * Instance;
|
||||
};
|
||||
|
||||
/*
|
||||
** HumanAnimOverrides
|
||||
*/
|
||||
class HumanAnimOverrideDef : public DefinitionClass {
|
||||
|
||||
public:
|
||||
HumanAnimOverrideDef( void );
|
||||
|
||||
virtual uint32 Get_Class_ID( void ) const;
|
||||
virtual PersistClass * Create( void ) const ;
|
||||
virtual bool Save( ChunkSaveClass &csave );
|
||||
virtual bool Load( ChunkLoadClass &cload );
|
||||
virtual const PersistFactoryClass & Get_Factory( void ) const;
|
||||
|
||||
DECLARE_EDITABLE( HumanAnimOverrideDef, DefinitionClass );
|
||||
|
||||
StringClass RunEmptyHands;
|
||||
StringClass WalkEmptyHands;
|
||||
StringClass RunAtChest;
|
||||
StringClass WalkAtChest;
|
||||
StringClass RunAtHip;
|
||||
StringClass WalkAtHip;
|
||||
};
|
||||
|
||||
#endif // GLOBALSETTINGS_H
|
||||
Reference in New Issue
Block a user