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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
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Code/Combat/physicalgameobj.h
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287
Code/Combat/physicalgameobj.h
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/*
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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/physicalgameobj.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/08/02 6:39p $*
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* *
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* $Revision:: 126 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef PHYSICALGAMEOBJ_H
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#define PHYSICALGAMEOBJ_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef DAMAGEABLEGAMEOBJ_H
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#include "damageablegameobj.h"
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#endif
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#ifndef COMBATPHYSOBSERVER_H
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#include "combatphysobserver.h"
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#endif
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#ifndef WWPACKET_H
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#include "wwpacket.h"
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#endif
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#ifndef PHYS_H
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#include "phys.h"
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#endif
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/*
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**
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*/
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class SoldierGameObj;
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class VehicleGameObj;
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class PowerUpGameObj;
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class ArmedGameObj;
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class C4GameObj;
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class BeaconGameObj;
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class AnimControlClass;
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class CinematicGameObj;
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class SimpleGameObj;
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class ActiveConversationClass;
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/*
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** PhysicalGameObjDef - Defintion class for a PhysicalGameObj
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*/
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class PhysicalGameObjDef : public DamageableGameObjDef
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{
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public:
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PhysicalGameObjDef( void );
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virtual bool Save( ChunkSaveClass &csave );
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virtual bool Load( ChunkLoadClass &cload );
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virtual bool Is_Valid_Config (StringClass &message);
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int Get_Phys_Def_ID( void ) const { return PhysDefID; }
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int Get_Orator_Type( void ) const { return OratorType; }
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DECLARE_EDITABLE( PhysicalGameObjDef, DamageableGameObjDef );
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protected:
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int Type;
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int RadarBlipType;
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float BullseyeOffsetZ;
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StringClass Animation;
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int PhysDefID;
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int KilledExplosion;
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bool DefaultHibernationEnable;
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bool AllowInnateConversations;
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int OratorType;
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bool UseCreationEffect;
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friend class PhysicalGameObj;
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};
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/*
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**
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*/
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class PhysicalGameObj : public DamageableGameObj, public CombatPhysObserverClass {
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public:
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// Constructor and Destructor
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PhysicalGameObj( void );
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virtual ~PhysicalGameObj( void );
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// Definitions
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void Init( const PhysicalGameObjDef & definition );
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void Copy_Settings( const PhysicalGameObjDef & definition );
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void Re_Init( const PhysicalGameObjDef & definition );
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const PhysicalGameObjDef & Get_Definition( void ) const ;
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// Save / Load
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virtual bool Save( ChunkSaveClass & csave );
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virtual bool Load( ChunkLoadClass & cload );
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virtual void On_Post_Load(void);
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virtual void Startup( void ) {}
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// Physics
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WWINLINE PhysClass * Peek_Physical_Object( void ) const { return PhysObj; }
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void Attach_To_Object_Bone( PhysicalGameObj * host, const char * bone_name );
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bool Is_Attached_To_An_Object( void ) { return (HostGameObj.Get_Ptr () != NULL); }
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void Teleport_To_Host_Bone( void );
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void Set_Transform(const Matrix3D & tm);
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const Matrix3D & Get_Transform(void) const;
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virtual void Get_Position(Vector3 * set_pos) const;
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void Set_Position(const Vector3 & pos);
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float Get_Facing(void) const;
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// Display
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WWINLINE RenderObjClass * Peek_Model( void ) { return Peek_Physical_Object()->Peek_Model(); }
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AnimControlClass* Get_Anim_Control( void );
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void Set_Anim_Control( AnimControlClass * anim_control );
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// Note: Set_Animation calls will force an AnimControl to be created, if needed
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virtual void Set_Animation( const char *animation_name, bool looping = true, float frame_offset = 0.0f );
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virtual void Set_Animation_Frame ( const char *animation_name, int frame );
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// Targeting
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float Get_Bullseye_Offset_Z( void ) const { return Get_Definition().BullseyeOffsetZ; }
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virtual Vector3 Get_Bullseye_Position( void );
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virtual void Get_Information( StringClass & string );
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// Damage
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virtual void Apply_Damage( const OffenseObjectClass & damager, float scale = 1.0f, int alternate_skin = -1 );
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virtual void Apply_Damage_Extended( const OffenseObjectClass & offense, float scale = 1.0f,
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const Vector3 & direction = Vector3( 0,0,0 ), const char * collision_box_name = NULL );
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virtual void Completely_Damaged( const OffenseObjectClass & damager );
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bool Is_Soft( void );
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virtual bool Takes_Explosion_Damage( void ) { return true; }
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// Game Object Type
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int Get_Type() const { return Get_Definition().Type; }
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// Thinking
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virtual void Post_Think();
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// Collision
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void Set_Collision_Group( int group );
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virtual ExpirationReactionType Object_Expired( PhysClass * observed_obj ) { Set_Delete_Pending(); return EXPIRATION_APPROVED; }
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// Type identification
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virtual PhysicalGameObj *As_PhysicalGameObj( void ) { return this; }
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virtual DamageableGameObj *As_DamageableGameObj( void ) { return this; } // Re-implement for CombatPhysObserverClass
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virtual SoldierGameObj *As_SoldierGameObj( void ) { return (SoldierGameObj *)NULL; }
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virtual PowerUpGameObj *As_PowerUpGameObj( void ) { return (PowerUpGameObj *)NULL; }
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virtual VehicleGameObj *As_VehicleGameObj( void ) { return (VehicleGameObj *)NULL; }
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virtual C4GameObj *As_C4GameObj( void ) { return (C4GameObj *)NULL; }
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virtual BeaconGameObj *As_BeaconGameObj (void) { return (BeaconGameObj *)NULL; }
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virtual ArmedGameObj *As_ArmedGameObj( void ) { return (ArmedGameObj *)NULL; }
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virtual CinematicGameObj *As_CinematicGameObj( void ) { return NULL; }
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virtual SimpleGameObj *As_SimpleGameObj( void ) { return NULL; }
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// Network diagnostics
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BYTE Get_Server_Skips(void) {return ServerUpdateSkips;}
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void Reset_Server_Skips(BYTE value);
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void Increment_Server_Skips(void);
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/*
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// Color Tinting
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void Set_Tint(Vector3 color);
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const Vector3 & Get_Tint(void) {return TintColor;}
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*/
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// Hibernation
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virtual bool Is_Hibernating( void ) { return HibernationTimer <= 0; }
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void Enable_Hibernation( bool enable ) { HibernationEnable = enable; if ( Is_Hibernating() ) HibernationTimer = 1;}
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void Reset_Hibernating( void );
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void Do_Not_Hibernate( void ) { if ( HibernationTimer < 1 ) HibernationTimer = 1; }
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virtual void Begin_Hibernation( void );
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virtual void End_Hibernation( void );
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// Radar Blips
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int Get_Radar_Blip_Shape_Type( void ) { return RadarBlipShapeType; }
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void Set_Radar_Blip_Shape_Type( int type ) { RadarBlipShapeType = type; }
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void Reset_Radar_Blip_Shape_Type( void ) { RadarBlipShapeType = Get_Definition().RadarBlipType; }
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int Get_Radar_Blip_Color_Type( void ) { return RadarBlipColorType; }
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void Set_Radar_Blip_Color_Type( int type ) { RadarBlipColorType = type; }
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void Reset_Radar_Blip_Color_Type( void );
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float Get_Radar_Blip_Intensity( void ) { return RadarBlipIntensity; }
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void Set_Radar_Blip_Intensity( float value ) { RadarBlipIntensity = value; }
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// Network support
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virtual void Export_Creation( BitStreamClass &packet );
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virtual void Import_Creation( BitStreamClass &packet );
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virtual void Export_Rare( BitStreamClass &packet );
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virtual void Import_Rare( BitStreamClass &packet );
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virtual void Export_Frequent( BitStreamClass &packet );
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virtual void Import_Frequent( BitStreamClass &packet );
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virtual int Get_Vis_ID(void);
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virtual bool Get_World_Position (Vector3 &pos) const { Get_Position (&pos); return true; }
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//
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// Conversation support
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//
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bool Are_Innate_Conversations_Enabled( void ) { return Get_Definition().AllowInnateConversations && IsInnateConversationsEnabled; }
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void Enable_Innate_Conversations( bool enable ) { IsInnateConversationsEnabled = enable; }
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bool Is_In_Conversation( void ) const { return ActiveConversation != NULL; }
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void Set_Conversation( ActiveConversationClass *conversation );
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void Hide_Muzzle_Flashes( bool hide = true );
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void Enable_HUD_Pokable_Indicator( bool enable );
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bool Is_HUD_Pokable_Indicator_Enabled( void ) { return HUDPokableIndicatorEnabled; }
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virtual void Set_Player_Type(int type);
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//
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// Phys Observer support
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//
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virtual void Object_Shattered_Something(PhysClass * observed_obj, PhysClass * shattered_obj, int surface_type);
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protected:
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//
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// Conversation stuff
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//
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ActiveConversationClass *ActiveConversation;
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private:
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PhysClass * PhysObj;
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AnimControlClass * AnimControl;
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//
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// Networking bandwidth stuff
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//
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BYTE ServerUpdateSkips;
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//Vector3 TintColor;
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float HibernationTimer;
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bool HibernationEnable;
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GameObjReference HostGameObj;
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int HostGameObjBone;
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// Radar Blips
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int RadarBlipShapeType;
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int RadarBlipColorType;
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float RadarBlipIntensity;
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// Pending Host Obj
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int PendingHostObjID;
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bool HUDPokableIndicatorEnabled;
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bool IsInnateConversationsEnabled;
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};
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#endif // PHYSICALGAMEOBJ_H
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