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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/>.
- */
- /***********************************************************************************************
- *** 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 ***
- ***********************************************************************************************
- * *
- * Project Name : combat *
- * *
- * $Archive:: /Commando/Code/Combat/mendozabossgameobj.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 12/18/01 5:04p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __MENDOZABOSSGAMEOBJ_H
- #define __MENDOZABOSSGAMEOBJ_H
- #include "soldier.h"
- #include "statemachine.h"
- #include "cardinalspline.h"
- //////////////////////////////////////////////////////////////////////
- // Forward declarations
- //////////////////////////////////////////////////////////////////////
- class PowerUpGameObj;
- //////////////////////////////////////////////////////////////////////
- //
- // MendozaBossGameObjDefClass
- //
- //////////////////////////////////////////////////////////////////////
- class MendozaBossGameObjDefClass : public SoldierGameObjDef
- {
- public:
- DECLARE_EDITABLE (MendozaBossGameObjDefClass, SoldierGameObjDef);
- //////////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////////
- MendozaBossGameObjDefClass (void);
- ~MendozaBossGameObjDefClass (void);
- //////////////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////////////
- uint32 Get_Class_ID (void) const;
- PersistClass * Create (void) const;
- bool Save (ChunkSaveClass &csave);
- bool Load (ChunkLoadClass &cload);
- const PersistFactoryClass & Get_Factory (void) const;
- protected:
- //////////////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////////////
- void Save_Variables (ChunkSaveClass &csave);
- void Load_Variables (ChunkLoadClass &cload);
- //////////////////////////////////////////////////////////////////////
- // Protected member data
- //////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////
- // Friends
- //////////////////////////////////////////////////////////////////////
- friend class MendozaBossGameObjClass;
- };
- //////////////////////////////////////////////////////////////////////
- //
- // MendozaBossGameObjClass
- //
- //////////////////////////////////////////////////////////////////////
- class MendozaBossGameObjClass : public SoldierGameObj
- {
- public:
- ///////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ///////////////////////////////////////////////////////////////////
- MendozaBossGameObjClass (void);
- ~MendozaBossGameObjClass (void);
- ///////////////////////////////////////////////////////////////////
- // Public methods
- ///////////////////////////////////////////////////////////////////
-
- //
- // Definitions
- //
- virtual void Init (void);
- void Init (const MendozaBossGameObjDefClass &definition);
- const MendozaBossGameObjDefClass & Get_Definition (void) const;
- //
- // From save/load
- //
- bool Save (ChunkSaveClass & csave);
- bool Load (ChunkLoadClass & cload);
- void On_Post_Load (void);
- const PersistFactoryClass & Get_Factory (void) const;
- //
- // Inherited
- //
- bool Wants_Powerups (void) { return true; }
- bool Allow_Special_Damage_State_Lock (void) { return false; }
- //
- // Think
- //
- void Think (void);
- void Apply_Control (void);
- //
- // Damage
- //
- virtual void Apply_Damage_Extended (const OffenseObjectClass &offense, float scale = 1.0f, const Vector3 & direction = Vector3 (0, 0, 0), const char *collision_box_name = NULL);
- protected:
-
- ///////////////////////////////////////////////////////////////////
- // Protected methods
- ///////////////////////////////////////////////////////////////////
- void Save_Variables (ChunkSaveClass &csave);
- void Load_Variables (ChunkLoadClass &cload);
- void Attach_Fire_Sound (void);
- void Attach_Sound (const char *sound_name, const char *bone_name);
- bool Apply_Bone_Collision_Damage (const char *bone_name);
- bool Fly_Move (const Vector3 &vector);
- void Initialize_Boss (void);
- PowerUpGameObj * Find_Best_Powerup (void);
- void Spawn_Health_Powerups (void);
- //
- // Taunt control
- //
- void Shuffle_Taunt_List (void);
- //
- // State support
- //
- enum
- {
- OVERALL_STATE_FLYING_SIDEKICK = 0,
- OVERALL_STATE_MELEE_ATTACK,
- OVERALL_STATE_RANGED_ATTACK,
- OVERALL_STATE_FIREBALL_ATTACK,
- OVERALL_STATE_FIND_HEALTH,
- OVERALL_STATE_SYDNEY_BOLTS,
- OVERALL_STATE_RUN_AFTER_SYDNEY,
- OVERALL_STATE_TOY_WITH_SYDNEY,
- OVERALL_STATE_DEATH_SEQUENCE
- };
- enum
- {
- MOVE_STATE_STOP = 0,
- MOVE_STATE_GET_CLOSE_TO_PLAYER,
- MOVE_STATE_ATTACK_PATTERN1,
- MOVE_STATE_ATTACK_PATTERN2,
- MOVE_STATE_GOTO_HELIPAD,
- MOVE_STATE_RUN_TO_HEALTH,
- MOVE_STATE_CHASE_SYDNEY,
- };
- enum
- {
- MENDOZA_STATE_STANDING = 0,
- MENDOZA_STATE_FALLING,
- MENDOZA_STATE_KIPPING,
- MENDOZA_STATE_PACK_EXPLODING,
- MENDOZA_STATE_DYING,
- MENDOZA_STATE_DEAD
- };
- enum
- {
- SYDNEY_STATE_WAITING = 0,
- SYDNEY_STATE_BOLTING,
- SYDNEY_STATE_TRIPPING,
- SYDNEY_STATE_GETTING_UP,
- SYDNEY_STATE_COWERING,
- SYDNEY_STATE_STRIKE_A_POSE
- };
- enum
- {
- HEAD_STATE_NONE = 0,
- HEAD_STATE_LOOKING_AT_STAR,
- HEAD_STATE_LOOKING_AT_SYDNEY,
- };
- enum
- {
- ATTACK_STATE_NONE = 0,
- ATTACK_STATE_MELEE,
- ATTACK_STATE_MELEE_FLYING_SIDEKICK_RUN,
- ATTACK_STATE_MELEE_FLYING_SIDEKICK,
- ATTACK_STATE_MELEE_CRESENT_KICK,
- ATTACK_STATE_MELEE_SIDE_KICK,
- ATTACK_STATE_MELEE_SIDE_KICK_RETRACT,
- ATTACK_STATE_MELEE_PUNCH,
- ATTACK_STATE_FLAMETHROWER,
- ATTACK_STATE_FIREBALL,
- ATTACK_STATE_HANDGUN,
- ATTACK_STATE_SYDNEY
- };
- enum
- {
- CAMERA_STATE_NORMAL = 0,
- CAMERA_STATE_FACE_ZOOM,
- CAMERA_STATE_WAYPATH_FOLLOW,
- CAMERA_STATE_LOOK_AT_DEAD_BOSS
- };
- //
- // Overall state handlers
- //
- DECLARE_STATE (OVERALL_STATE_FLYING_SIDEKICK, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_MELEE_ATTACK, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_RANGED_ATTACK, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_FIREBALL_ATTACK, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_FIND_HEALTH, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_SYDNEY_BOLTS, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_RUN_AFTER_SYDNEY, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_TOY_WITH_SYDNEY, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (OVERALL_STATE_DEATH_SEQUENCE, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- //
- // Move state handlers
- //
- DECLARE_STATE (MOVE_STATE_STOP, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_GET_CLOSE_TO_PLAYER, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_ATTACK_PATTERN1, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_ATTACK_PATTERN2, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_GOTO_HELIPAD, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_RUN_TO_HEALTH, SM_BEGIN, SM_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MOVE_STATE_CHASE_SYDNEY, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- //
- // Mendoza state handlers
- //
- DECLARE_STATE (MENDOZA_STATE_STANDING, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MENDOZA_STATE_FALLING, SM_BEGIN, SM_NO_END, SM_THINK, SM_REQ_END);
- DECLARE_STATE (MENDOZA_STATE_KIPPING, SM_BEGIN, SM_END, SM_THINK, SM_REQ_END);
- DECLARE_STATE (MENDOZA_STATE_PACK_EXPLODING, SM_BEGIN, SM_NO_END, SM_THINK, SM_REQ_END);
- DECLARE_STATE (MENDOZA_STATE_DYING, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (MENDOZA_STATE_DEAD, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- //
- // Sydney state handlers
- //
- DECLARE_STATE (SYDNEY_STATE_WAITING, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (SYDNEY_STATE_BOLTING, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (SYDNEY_STATE_TRIPPING, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (SYDNEY_STATE_GETTING_UP, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (SYDNEY_STATE_COWERING, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (SYDNEY_STATE_STRIKE_A_POSE, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- //
- // Head state handlers
- //
- DECLARE_STATE (HEAD_STATE_NONE, SM_BEGIN, SM_NO_END, SM_NO_THINK, SM_NO_REQ_END);
- DECLARE_STATE (HEAD_STATE_LOOKING_AT_STAR, SM_NO_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (HEAD_STATE_LOOKING_AT_SYDNEY, SM_NO_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- //
- // Attack state handlers
- //
- DECLARE_STATE (ATTACK_STATE_NONE, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_FLYING_SIDEKICK_RUN, SM_BEGIN, SM_NO_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_FLYING_SIDEKICK, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_CRESENT_KICK, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_SIDE_KICK, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_SIDE_KICK_RETRACT, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_MELEE_PUNCH, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_FLAMETHROWER, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_FIREBALL, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_HANDGUN, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- DECLARE_STATE (ATTACK_STATE_SYDNEY, SM_BEGIN, SM_END, SM_THINK, SM_NO_REQ_END);
- //
- // Camera state handlers
- //
- void On_CAMERA_STATE_NORMAL_Begin (void);
- void On_CAMERA_STATE_FACE_ZOOM_Begin (void);
- void On_CAMERA_STATE_FACE_ZOOM_Think (void);
- void On_CAMERA_STATE_WAYPATH_FOLLOW_Begin (void);
- void On_CAMERA_STATE_WAYPATH_FOLLOW_Think (void);
- void On_CAMERA_STATE_LOOK_AT_DEAD_BOSS_Begin (void);
- void On_CAMERA_STATE_LOOK_AT_DEAD_BOSS_Think (void);
- private:
- ///////////////////////////////////////////////////////////////////
- // Private constants
- ///////////////////////////////////////////////////////////////////
- enum
- {
- MAX_TAUNTS = 6
- };
-
- ///////////////////////////////////////////////////////////////////
- // Private methods
- ///////////////////////////////////////////////////////////////////
-
- ///////////////////////////////////////////////////////////////////
- // Private member data
- ///////////////////////////////////////////////////////////////////
- float MendozaTauntTimeLeft;
- int TauntList[MAX_TAUNTS];
- int AvailableTaunts;
- float OverallStateTimer;
- float MendozaStateTimer;
- float CameraStateTimer;
- float CameraShakeTimer;
- float AttackStateTimer;
- float RandomTargetTimer;
- float SydneyStateTimer;
- float MoveStateTimer;
- float NextMeleeAttackTime;
- float FireballStartTimer;
- float NextKnockdownAvailableTime;
- bool HasMeleeAttackHit;
- float LastMeleeAnimFrame;
- float StartTimer;
- RenderObjClass * CameraBoneModel;
- GameObjReference Sydney;
- StringClass AttackingBoneName;
- Vector3 SideKickPos;
- Vector3 ShootGroundPos;
- CardinalSpline3DClass CameraSpline;
- Vector3 MendozaPos;
- Vector3 StarPos;
- StateMachineClass<MendozaBossGameObjClass> OverallState;
- StateMachineClass<MendozaBossGameObjClass> MendozaState;
- StateMachineClass<MendozaBossGameObjClass> SydneyState;
- StateMachineClass<MendozaBossGameObjClass> MoveState;
- StateMachineClass<MendozaBossGameObjClass> HeadState;
- StateMachineClass<MendozaBossGameObjClass> CameraState;
- StateMachineClass<MendozaBossGameObjClass> AttackState;
- };
- #endif //__MENDOZABOSSGAMEOBJ_H
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