/* ** Command & Conquer Red Alert(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 . */ /* $Header: /CounterStrike/FACING.H 1 3/03/97 10:24a Joe_bostic $ */ /*********************************************************************************************** *** 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 : Command & Conquer * * * * File Name : FACING.H * * * * Programmer : Joe L. Bostic * * * * Start Date : 03/21/95 * * * * Last Update : March 21, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef FACING_H #define FACING_H /* ** This is a general facing handler class. It is used in those cases where facing needs to be ** kept track of, but there could also be an associated desired facing. The current facing ** is supposed to transition to the desired state over time. Using this class facilitates this ** processing as well as isolating the rest of the code from the internals. */ class FacingClass { public: FacingClass(void); FacingClass(DirType dir) : CurrentFacing(dir), DesiredFacing(dir) {}; FacingClass(NoInitClass const & ) {}; operator DirType (void) const {return(CurrentFacing);}; DirType Current(void) const {return(CurrentFacing);}; DirType Desired(void) const {return(DesiredFacing);}; int Set_Desired(DirType facing); int Set_Current(DirType facing); void Set(DirType facing) { Set_Current(facing); Set_Desired(facing); }; DirType Get(void) const { return CurrentFacing; } int Is_Rotating(void) const {return (DesiredFacing != CurrentFacing);}; int Difference(void) const {return (int)(signed char)((int)DesiredFacing - (int)CurrentFacing);} int Difference(DirType facing) const {return (int)(signed char)((int)facing - (int)CurrentFacing);} int Rotation_Adjust(int rate); private: DirType CurrentFacing; DirType DesiredFacing; }; #endif