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- /*
- ** 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/armedgameobj.h $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 9/17/01 4:18p $*
- * *
- * $Revision:: 23 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef ARMEDGAMEOBJ_H
- #define ARMEDGAMEOBJ_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef PHYSICALGAMEOBJ_H
- #include "physicalgameobj.h"
- #endif
- #ifndef MUZZLERECOIL_H
- #include "muzzlerecoil.h"
- #endif
- /*
- **
- */
- class WeaponClass;
- class WeaponBagClass;
- /*
- ** ArmedGameObjDef - Defintion class for a ArmedGameObj
- */
- class ArmedGameObjDef : public PhysicalGameObjDef
- {
- public:
- ArmedGameObjDef( 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( ArmedGameObjDef, PhysicalGameObjDef );
- protected:
- float WeaponTiltRate;
- float WeaponTiltMin;
- float WeaponTiltMax;
- float WeaponTurnRate;
- float WeaponTurnMin;
- float WeaponTurnMax;
- float WeaponError;
- int WeaponDefID;
- int SecondaryWeaponDefID;
- safe_int WeaponRounds;
- friend class ArmedGameObj;
- };
- /*
- **
- */
- class ArmedGameObj : public PhysicalGameObj {
- public:
- // Constructor and Destructor
- ArmedGameObj( void );
- virtual ~ArmedGameObj( void );
- // Definitions
- void Init( const ArmedGameObjDef & definition );
- void Copy_Settings( const ArmedGameObjDef & definition );
- void Re_Init( const ArmedGameObjDef & definition );
- const ArmedGameObjDef & Get_Definition( void ) const ;
- // Save / Load
- virtual bool Save( ChunkSaveClass & csave );
- virtual bool Load( ChunkLoadClass & cload );
- virtual void On_Post_Load( void );
- // State import/export
- virtual void Import_Frequent( BitStreamClass & packet );
- virtual void Export_Frequent( BitStreamClass & packet );
- virtual void Import_State_Cs( BitStreamClass & packet );
- virtual void Export_State_Cs( BitStreamClass & packet );
- // Thinking
- virtual void Post_Think();
- // Weapon
- WeaponClass * Get_Weapon( void );
- WeaponBagClass * Get_Weapon_Bag( void ) { return WeaponBag; }
- bool Muzzle_Exists( int index = 0 );
- virtual const Matrix3D &Get_Muzzle( int index = 0 );
- void Start_Recoil( int muzzle_index,float recoil_scale,float recoil_time );
- float Get_Weapon_Error( void ) { return Get_Definition().WeaponError; }
- // Targeting
- Vector3 Get_Targeting_Pos( void ) { return TargetingPos; }
- virtual bool Set_Targeting( const Vector3 & pos, bool do_tilt = true );
- // Type identification
- virtual ArmedGameObj *As_ArmedGameObj( void ) { return this; }
- protected:
- WeaponBagClass * WeaponBag; // Weapon & Ammo collection
- private:
- Vector3 TargetingPos;
- int MuzzleA0Bone; // YUCK!!!
- int MuzzleA1Bone;
- int MuzzleB0Bone;
- int MuzzleB1Bone;
- enum { MAX_MUZZLES = 4 };
- MuzzleRecoilClass MuzzleRecoilController[MAX_MUZZLES];
- void Init_Muzzle_Bones( void );
- };
- #endif // ARMEDGAMEOBJ_H
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