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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/humanstate.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 2/13/02 5:58p $*
- * *
- * $Revision:: 48 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef HUMANSTATE_H
- #define HUMANSTATE_H
- #ifndef ALWAYS_H
- #include "always.h"
- #endif
- #ifndef VECTOR3_H
- #include "vector3.h"
- #endif
- #ifndef MATRIX3D_H
- #include "matrix3D.h"
- #endif
- class HumanAnimControlClass;
- class HumanPhysClass;
- class WeaponClass;
- class ChunkSaveClass;
- class ChunkLoadClass;
- class HumanLoiterGlobalSettingsDef;
- class StringClass;
- class HumanAnimOverrideDef;
- class HumanLoiterGlobalSettingsDef;
- //#define CORPSE_PERSIST_TIME 10.0f // Need different numbers for single and mp
- #define CORPSE_PERSIST_TIME 2.0f
- /*
- ** Human State
- */
- class HumanStateClass {
- public:
- typedef enum {
- // Interruptable states
- UPRIGHT,
- LAND,
- ANIMATION,
- WOUNDED,
- LOITER,
- // Uninterruptable states
- AIRBORNE,
- DIVE,
- DEATH,
- LADDER,
- IN_VEHICLE,
- TRANSITION,
- TRANSITION_COMPLETE,
- DESTROY,
- DEBUG_FLY,
- ON_FIRE,
- ON_CHEM,
- ON_ELECTRIC,
- ON_CNC_FIRE,
- ON_CNC_CHEM,
- LOCKED_ANIMATION,
- HIGHEST_HUMAN_STATE = LOCKED_ANIMATION
- } HumanStateType;
- typedef enum {
- CROUCHED_FLAG = 1 << 0,
- SNIPING_FLAG = 1 << 1,
- HIGHEST_HUMAN_STATE_FLAGS = (1 << 2) - 1
- } HumanStateFlagsType;
- typedef enum {
- SUB_STATE_FORWARD = 1 << 0,
- SUB_STATE_BACKWARD = 1 << 1,
- SUB_STATE_UP = 1 << 2,
- SUB_STATE_DOWN = 1 << 3,
- SUB_STATE_LEFT = 1 << 4,
- SUB_STATE_RIGHT = 1 << 5,
- SUB_STATE_TURN_LEFT = 1 << 6,
- SUB_STATE_TURN_RIGHT = 1 << 7,
- SUB_STATE_SLOW = 1 << 8,
- HIGHEST_HUMAN_SUB_STATE = (1 << 9) - 1
- } HumanSubStateType;
- typedef enum {
- HEAD_FROM_BEHIND,
- HEAD_FROM_FRONT,
- TORSO_FROM_BEHIND,
- TORSO_FROM_FRONT,
- LEFT_ARM_FROM_BEHIND,
- LEFT_ARM_FROM_FRONT,
- RIGHT_ARM_FROM_BEHIND,
- RIGHT_ARM_FROM_FRONT,
- LEFT_LEG_FROM_BEHIND,
- LEFT_LEG_FROM_FRONT,
- RIGHT_LEG_FROM_BEHIND,
- RIGHT_LEG_FROM_FRONT,
- GROIN,
- OUCH_FIRE,
- OUCH_CHEM,
- OUCH_ELECTRIC,
- OUCH_SUPER_FIRE,
- } HumanOuchType;
- HumanStateClass( void );
- ~HumanStateClass( void );
- void Init( HumanPhysClass * human_phys );
- void Reset(void);
- void Set_Anim_Control( HumanAnimControlClass * anim_control );
- void Set_Human_Anim_Override( const char * name );
- void Set_Human_Anim_Override( int def_id );
- void Set_Human_Loiter_Collection( int def_id );
- bool Save( ChunkSaveClass & csave );
- bool Load( ChunkLoadClass & cload );
- void Set_State( HumanStateType state, int sub_state = 0 );
- HumanStateType Get_State( void ) { return State; }
- const char * Get_State_Name( void );
- bool Is_State_Interruptable( void );
- void Set_Sub_State( int sub_state );
- int Get_Sub_State( void ) { return SubState; }
- bool Is_Sub_State_Adjustable( void );
- float Get_State_Timer( void ) { return StateTimer; }
- void Set_State_Timer( float timer ) { StateTimer = timer; }
- void Toggle_State_Flag( int flag ) { StateFlags ^= flag; }
- bool Get_State_Flag( int flag ) { return (StateFlags & flag) != 0; }
- void Drop_Weapon( void ) { WeaponHoldTimer = 0.001f; }
- void Raise_Weapon( void ) { WeaponHoldTimer = 10; }
- void Start_Transition_Animation( const char * anim_name, bool blend = true );
- void Start_Scripted_Animation( const char * anim_name, bool blend = true, bool looping = true );
- void Stop_Scripted_Animation( void );
- void Force_Animation( const char * anim_name, bool blend = true );
- void Set_Turn_Velocity( float vel ) { TurnVelocity = vel; }
- void Update_Weapon( WeaponClass * weapon, bool new_weapon );
- void Update_Aiming( float tilt, float facing );
- void Update_State( void );
- void Post_Think( void );
- void Update_Animation( void );
- bool Is_Locked( void ) { return StateLocked; }
- bool Get_Leg_Mode( void );
- int Get_Ouch_Type( const Vector3 & direction, const char * collision_box_name );
- static void Set_Precision(void);
- void Reset_Loiter_Delay( void );
- void Set_Loiters_Allowed( bool allowed ) { LoitersAllowed = allowed; }
- void Get_Information( StringClass & string );
- private:
- bool StateLocked;
- HumanStateType State;
- float StateTimer;
- int StateFlags;
- int SubState;
- int WeaponHoldStyle; // How is he holding his weapon?
- float WeaponHoldTimer; // How long until we lower the weapon?
- bool LoitersAllowed;
- float LoiterDelay;
- float AimingTilt;
- float AimingTurn;
- HumanPhysClass * HumanPhys; // Our local copy // Physical Object for Human
- HumanAnimControlClass * AnimControl; // Our local copy // Animation Control for Human Model
- float TurnVelocity;
- float LegRotation;
- Matrix3D JumpTM;
- float RecoilTimer; // remaining recoil time.
- float RecoilScale; // scale factor on the recoil motion.
- bool NoAnimBlend;
- bool WeaponFired;
- HumanAnimOverrideDef * HumanAnimOverride;
- HumanLoiterGlobalSettingsDef * HumanLoiterCollection;
- static const char * Get_Wound_Anim( int ouch_type );
- static const char * Get_Death_Anim( int ouch_type );
- void Update_Recoil(WeaponClass * weapon);
- // Jumping code
- void Begin_Jump( void );
- void Complete_Jump( void );
- };
- #endif // HUMANSTATE_H
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