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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/soldierobserver.h $*
- * *
- * $Author:: Byon_g $*
- * *
- * $Modtime:: 11/29/01 11:03a $*
- * *
- * $Revision:: 44 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef SOLDIEROBSERVER_H
- #define SOLDIEROBSERVER_H
- #include "always.h"
- #include "persistentgameobjobserver.h"
- #include "vector3.h"
- #include "gameobjref.h"
- #include "cover.h"
- #include "wwstring.h"
- #include "actionparams.h"
- class SoldierGameObj;
- class PhysicalGameObj;
- class SoldierObserverClass : public PersistentGameObjObserverClass
- {
- public:
- SoldierObserverClass(void);
- virtual ~SoldierObserverClass(void);
- virtual const char * Get_Name( void ) { return "Innate Soldier"; }
- // PersistClass interface
- virtual const PersistFactoryClass& Get_Factory(void) const;
- virtual bool Save(ChunkSaveClass &csave);
- virtual bool Load(ChunkLoadClass &cload);
- // GameObjObserverClass interface
- virtual void Attach(GameObject* obj);
- virtual void Detach(GameObject* obj);
- virtual void Created( GameObject * obj );
- virtual void Destroyed( GameObject * obj );
- virtual void Killed( GameObject * obj, GameObject * killer );
- virtual void Damaged( GameObject * obj, GameObject * damager, float amount );
- virtual void Custom( GameObject * obj, int type, int param, GameObject * sender );
- virtual void Sound_Heard( GameObject * obj, const CombatSound & sound );
- virtual void Enemy_Seen( GameObject * obj, GameObject * enemy );
- virtual void Action_Complete( GameObject * obj, int action_id, ActionCompleteReason complete_reason );
- virtual void Timer_Expired( GameObject * obj, int timer_id );
- virtual void Animation_Complete( GameObject * obj, const char * animation_name ) {}
- virtual void Poked( GameObject * obj, GameObject * poker );
- virtual void Entered( GameObject * obj, GameObject * enterer ) {}
- virtual void Exited( GameObject * obj, GameObject * exiter ) {}
- // State access
- void Reset_Conversation_Timer( void );
- void Set_Home_Location( const Vector3& location, float radius ) { HomeLocation = location; HomeRadius = radius; }
- void Set_Aggressiveness( float aggressiveness ) { Aggressiveness = aggressiveness; }
- void Set_Take_Cover_Probability( float probability ) { TakeCoverProbability = probability; }
- void Set_Is_Stationary( bool stationary ) { IsStationary = stationary; }
- void Get_Information( StringClass & string );
- typedef enum {
- SOLDIER_AI_RELAXED_IDLE = 0,
- SOLDIER_AI_ALERT_IDLE,
- SOLDIER_AI_FOOTSTEPS_HEARD,
- SOLDIER_AI_BULLET_HEARD,
- SOLDIER_AI_GUNSHOT_HEARD,
- SOLDIER_AI_ENEMY_SEEN,
- NUM_SOLDIER_AI_STATES,
- SOLDIER_AI_CONDITIONAL_IDLE = 100,
- } SoldierAIStates;
- bool Set_State( SoldierGameObj * soldier, int state, const Vector3& location = Vector3(0,0,0), GameObject* enemy = NULL);
- private:
- int State; // Current State
- float StateTimer; // Time spent in this state
- Vector3 HomeLocation; // Location to stay centered around
- float HomeRadius; // Radius to stay within
- Vector3 AlertPosition;
- float ActionTimer; // Used to make us change actions periodically
- GameObjReference EnemyObject;
- bool CoveredAttack;
- CoverEntryClass * CoverPosition;
- float ConversationTimer;
- bool IsAlerted;
- float Aggressiveness;
- float TakeCoverProbability;
- bool IsStationary;
- StringClass SubStateString;
- int LastEvent;
- int LastWeaponIndex;
- /*
- ** Innate AI States
- */
- void State_Changed( SoldierGameObj * soldier );
- void Notify_Neighbors_Sound( SoldierGameObj * soldier, const CombatSound & sound );
- void Notify_Neighbors_Enemy( SoldierGameObj * soldier, GameObject * enemy );
- /*
- ** Innate AI State Actions
- */
- void Think( SoldierGameObj * soldier, bool is_new_state = false );
- void State_Act( SoldierGameObj* soldier, bool is_new_state = false );
- void State_Act_Idle( SoldierGameObj * soldier );
- void State_Act_Footsteps_Heard( SoldierGameObj * soldier );
- void State_Act_Bullet_Heard( SoldierGameObj * soldier, bool is_new_state );
- void State_Act_Gunshot_Heard( SoldierGameObj * soldier );
- void State_Act_Attack( SoldierGameObj * soldier );
- /*
- ** Innate AI Actions
- */
- void Action_Reset( SoldierGameObj * soldier );
- void Action_Face_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, bool crouched = false );
- void Action_Goto_Location( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
- void Action_Goto_Location_Facing( SoldierGameObj * soldier, const Vector3 & location, SoldierAIState ai_state, const Vector3 & facing_pos, float speed = 1.0f, float distance = 1.0f, bool crouched = false );
- void Action_Attack_Object( SoldierGameObj * soldier, PhysicalGameObj * enemy, float range, bool kneel, const Vector3 & move_location, float arrived_distance );
- void Action_Dive( SoldierGameObj * soldier, const Vector3 & location );
- void Stay_Within_Home( SoldierGameObj * soldier, Vector3 * location, float * distance );
- bool Take_Cover( SoldierGameObj * soldier, bool force_face = false, const Vector3 & face_pos = Vector3(0,0,0) );
- void Look_Random( SoldierGameObj * soldier, float duration );
- /*
- ** Innate AI Cover Positions
- */
- void Release_Cover_Position( void );
- };
- #endif // SOLDIEROBSERVER_H
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