| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249 |
- /*
- ** 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 : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Combat/pilot.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 7/13/01 2:39p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __PILOT_H
- #define __PILOT_H
- #include "vector3.h"
- #include "gameobjref.h"
- #include "matrix3d.h"
- ////////////////////////////////////////////////////////////////
- // Forward declarations
- ////////////////////////////////////////////////////////////////
- class PathClass;
- class SmartGameObj;
- class ChunkSaveClass;
- class ChunkLoadClass;
- ////////////////////////////////////////////////////////////////
- //
- // PilotClass
- //
- ////////////////////////////////////////////////////////////////
- class PilotClass
- {
- public:
- ////////////////////////////////////////////////////////////////
- // Public data types
- ////////////////////////////////////////////////////////////////
- typedef enum
- {
- MODE_HOVER = 0,
- MODE_FLY_TO_POINT,
- MODE_CIRCLE_POINT,
- } MODE;
-
- ////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- ////////////////////////////////////////////////////////////////
- PilotClass (void);
- virtual ~PilotClass (void) { Free (); }
- ////////////////////////////////////////////////////////////////
- // Public methods
- ////////////////////////////////////////////////////////////////
- //
- // Startup/shutdown
- //
- void Initialize (SmartGameObj *game_obj);
- void Reset (void);
- //
- // Mode control
- // Destination - point for the vtol to try to fly to
- // Arrived_Distance - radius around the destination where we are "close enough"
- // Hover_Distance - radius around the destination where we try to slow down and maintain
- // our position. Should be at least 10m more than Arrived_Distance!
- // Target - point to aim at (if NULL is passed, vehicle will not aim in any particular direction)
- //
-
- void Set_Destination (const Vector3 &dest) { m_FinalDest = dest; m_NextPoint = dest; }
- const Vector3 & Get_Destination (void) const { return m_FinalDest; }
- void Set_Next_Point (const Vector3 &pos) { m_NextPoint = pos; }
- const Vector3 & Get_Next_Point (void) const { return m_NextPoint; }
-
- void Set_Arrived_Dist (float dist) { m_ArrivedDist = dist; }
- float Get_Arrived_Dist (void) const { return m_ArrivedDist; }
- void Set_Hover_Dist (float dist) { m_HoverDist = dist; }
- float Get_Hover_Dist (void) const { return m_HoverDist; }
- void Set_Target (const Vector3 *target);
- bool Get_Target (Vector3 &target) const { target = m_TargetLocation; return m_FaceTarget; }
- void Set_Mode (MODE mode);
- MODE Get_Mode (void) const { return m_Mode; }
- void Set_Circle_Dist (float circle_dist) { m_CircleDist = circle_dist; }
- float Get_Circle_Dist (void) const { return m_CircleDist; }
- void Set_Current_Path (PathClass *path) { m_CurrentPath = path; }
- PathClass * Get_Current_Path (void) const { return m_CurrentPath; }
- void Set_Circle_Angle (float angle);
- void Set_Circle_Pos (const Vector3 &pos);
- float Get_Circle_Angle (void) const { return m_CircleAngle; }
- float Get_Current_Circle_Angle (void) const;
- void Set_Circle_Bounds (float min_angle = -DEG_TO_RADF(180), float max_angle = DEG_TO_RADF(180));
- //
- // Z interpretation
- //
- bool Get_Is_Exact_Z_Important (void) const { return m_IsExactZImportant; }
- void Set_Is_Exact_Z_Important (bool onoff) { m_IsExactZImportant = onoff; }
- //
- // Timeslice control
- //
- bool Think (void);
- //
- // Status methods
- //
- bool Has_Arrived (void) const;
- //
- // Speed methods
- //
- float Get_Aggressivness (void) const { return m_Aggressiveness; }
- void Set_Aggressivness (float factor) { m_Aggressiveness = factor; }
- void Set_Max_Speed (float max_speed) { m_MaxSpeed = max_speed; }
- float Get_Max_Speed (void) const { return m_MaxSpeed;}
- void Set_Speed_Factor (float factor) { m_SpeedFactor = factor; }
- float Get_Speed_Factor (void) const { return m_SpeedFactor; }
- //
- // Save/load stuff
- //
- void Save (ChunkSaveClass &csave);
- void Load (ChunkLoadClass &cload);
- protected:
- ////////////////////////////////////////////////////////////////
- // Protected methods
- ////////////////////////////////////////////////////////////////
- void Free () { }
-
- //
- // Mode handlers
- //
- void Process_Fly_To_Point (void);
- void Process_Hover (void);
- void Process_Circle_Point (void);
- //
- // Calculation methods
- //
- void Calculate_Turn_Sharpness (void);
- void Calculate_Strafe_Speed (void);
- void Calculate_Forward_Speed (float distance);
- void Calculate_Lift_Speed (void);
- float Calculate_Desired_Relative_Facing (void);
-
- void Check_Completion (void);
- void Update_Transform (void);
- float Determine_Preferred_Height (void);
- //
- // Game object control methods
- //
- void Apply_Controls (void);
- //
- // Information methods
- //
- void Get_Object_Space_Velocity (Vector3 &vel_vector) const;
- //
- // Save/load methods
- //
- void Load_Variables (ChunkLoadClass &cload);
- private:
- ////////////////////////////////////////////////////////////////
- // Private member data
- ////////////////////////////////////////////////////////////////
- Vector3 m_FinalDest;
- Vector3 m_NextPoint;
- Matrix3D m_CurrentTM;
- Vector3 m_ObjSpaceDest;
- Vector3 m_ObjSpaceWaypoint;
- PathClass * m_CurrentPath;
- SmartGameObj * m_GameObj;
- float m_MaxSpeed;
- float m_SpeedFactor;
- float m_Aggressiveness;
- float m_ArrivedDist;
- float m_HoverDist;
-
- bool m_IsExactZImportant;
- bool m_FaceTarget;
- Vector3 m_TargetLocation;
- MODE m_Mode;
- float m_ForwardSpeed;
- float m_StrafeSpeed;
- float m_LiftSpeed;
- float m_TurnSharpness;
- float m_CircleAngle;
- float m_CircleDist;
- float m_MinCircleAngle;
- float m_MaxCircleAngle;
- };
- #endif //__PILOT_H
|