| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233 |
- /*
- ** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: TerrainRoads.h ///////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, December 2001
- // Desc: Terrain road descriptions
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __TERRAINROADS_H_
- #define __TERRAINROADS_H_
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "Common/GameMemory.h"
- #include "Common/SubsystemInterface.h"
- #include "GameLogic/Module/BodyModule.h"
- // FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
- struct FieldParse;
- class AsciiString;
- // ------------------------------------------------------------------------------------------------
- /** Bridges have 4 towers around it that the player can attack or use to repair the bridge */
- // ------------------------------------------------------------------------------------------------
- enum BridgeTowerType
- {
- BRIDGE_TOWER_FROM_LEFT = 0,
- BRIDGE_TOWER_FROM_RIGHT,
- BRIDGE_TOWER_TO_LEFT,
- BRIDGE_TOWER_TO_RIGHT,
- BRIDGE_MAX_TOWERS ///< keep this last
- };
- // ------------------------------------------------------------------------------------------------
- enum { MAX_BRIDGE_BODY_FX = 3 };
- //-------------------------------------------------------------------------------------------------
- /** Terrain road description, good for roads and bridges */
- //-------------------------------------------------------------------------------------------------
- class TerrainRoadType : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TerrainRoadType, "TerrainRoadType" )
- public:
- TerrainRoadType( void );
- // destructor prototypes defined by memory pool object
- inline AsciiString getName( void ) { return m_name; }
- inline AsciiString getTexture( void ) { return m_texture; }
- inline Bool isBridge( void ) { return m_isBridge; }
- inline UnsignedInt getID( void ) { return m_id; }
- inline Real getRoadWidth( void ) { return m_roadWidth; }
- inline Real getRoadWidthInTexture( void ) { return m_roadWidthInTexture; }
- inline Real getBridgeScale( void ) { return m_bridgeScale; }
- inline AsciiString getScaffoldObjectName( void ) { return m_scaffoldObjectName; }
- inline AsciiString getScaffoldSupportObjectName( void ) { return m_scaffoldSupportObjectName; }
- inline RGBColor getRadarColor( void ) { return m_radarColor; }
- inline AsciiString getBridgeModel( void ) { return m_bridgeModelName; }
- inline AsciiString getBridgeModelNameDamaged( void ) { return m_bridgeModelNameDamaged; }
- inline AsciiString getBridgeModelNameReallyDamaged( void ) { return m_bridgeModelNameReallyDamaged; }
- inline AsciiString getBridgeModelNameBroken( void ) { return m_bridgeModelNameBroken; }
- inline AsciiString getTextureDamaged( void ) { return m_textureDamaged; }
- inline AsciiString getTextureReallyDamaged( void ) { return m_textureReallyDamaged; }
- inline AsciiString getTextureBroken( void ) { return m_textureBroken; }
- inline AsciiString getTowerObjectName( BridgeTowerType tower ) { return m_towerObjectName[ tower ]; }
- inline AsciiString getDamageToSoundString( BodyDamageType state ) { return m_damageToSoundString[ state ]; }
- inline AsciiString getDamageToOCLString( BodyDamageType state, Int index ) { return m_damageToOCLString[ state ][ index ]; }
- inline AsciiString getDamageToFXString( BodyDamageType state, Int index ) { return m_damageToFXString[ state ][ index ]; }
- inline AsciiString getRepairedToSoundString( BodyDamageType state ) { return m_repairedToSoundString[ state ]; }
- inline AsciiString getRepairedToOCLString( BodyDamageType state, Int index ) { return m_repairedToOCLString[ state ][ index ]; }
- inline AsciiString getRepairedToFXString( BodyDamageType state, Int index ) { return m_repairedToFXString[ state ][ index ]; }
- inline Real getTransitionEffectsHeight( void ) { return m_transitionEffectsHeight; }
- inline Int getNumFXPerType( void ) { return m_numFXPerType; }
- // friend access methods to be used by the road collection only!
- inline void friend_setName( AsciiString name ) { m_name = name; }
- inline void friend_setTexture( AsciiString texture ) { m_texture = texture; }
- inline void friend_setBridge( Bool isBridge ) { m_isBridge = isBridge; }
- inline void friend_setID( UnsignedInt id ) { m_id = id; }
- inline void friend_setNext( TerrainRoadType *next ) { m_next = next; }
- inline TerrainRoadType *friend_getNext( void ) { return m_next; }
- inline void friend_setRoadWidth( Real width ) { m_roadWidth = width; }
- inline void friend_setRoadWidthInTexture( Real width ) { m_roadWidthInTexture = width; }
- inline void friend_setBridgeScale( Real scale ) { m_bridgeScale = scale; }
- inline void friend_setScaffoldObjectName( AsciiString name ) { m_scaffoldObjectName = name; }
- inline void friend_setScaffoldSupportObjectName( AsciiString name ) { m_scaffoldSupportObjectName = name; }
- inline void friend_setBridgeModelName( AsciiString name ) { m_bridgeModelName = name; }
- inline void friend_setBridgeModelNameDamaged( AsciiString name ) { m_bridgeModelNameDamaged = name; }
- inline void friend_setBridgeModelNameReallyDamaged( AsciiString name ) { m_bridgeModelNameReallyDamaged = name; }
- inline void friend_setBridgeModelNameBroken( AsciiString name ) { m_bridgeModelNameBroken = name; }
- inline void friend_setTextureDamaged( AsciiString texture ) { m_textureDamaged = texture; }
- inline void friend_setTextureReallyDamaged( AsciiString texture ) { m_textureReallyDamaged = texture; }
- inline void friend_setTextureBroken( AsciiString texture ) { m_textureBroken = texture; }
- inline void friend_setTowerObjectName( BridgeTowerType tower, AsciiString name ) { m_towerObjectName[ tower ] = name; }
- inline void friend_setDamageToSoundString( BodyDamageType state, AsciiString s ) { m_damageToSoundString[ state ] = s; }
- inline void friend_setDamageToOCLString( BodyDamageType state, Int index, AsciiString s ) { m_damageToOCLString[ state ][ index ] = s; }
- inline void friend_setDamageToFXString( BodyDamageType state, Int index, AsciiString s ) { m_damageToFXString[ state ][ index ] = s; }
- inline void friend_setRepairedToSoundString( BodyDamageType state, AsciiString s ) { m_repairedToSoundString[ state ] = s; }
- inline void friend_setRepairedToOCLString( BodyDamageType state, Int index, AsciiString s ) { m_repairedToOCLString[ state ][ index ] = s; }
- inline void friend_setRepairedToFXString( BodyDamageType state, Int index, AsciiString s ) { m_repairedToFXString[ state ][ index ] = s; }
- inline void friend_setTransitionEffectsHeight( Real height ) { m_transitionEffectsHeight = height; }
- inline void friend_setNumFXPerType( Int num ) { m_numFXPerType = num; }
- /// get the parsing table for INI
- const FieldParse *getRoadFieldParse( void ) { return m_terrainRoadFieldParseTable; }
- const FieldParse *getBridgeFieldParse( void ) { return m_terrainBridgeFieldParseTable; }
- protected:
- AsciiString m_name; ///< entry name
- Bool m_isBridge; ///< true if entry is for a bridge
- UnsignedInt m_id; ///< unique id
- TerrainRoadType *m_next; ///< next in road list
- // for parsing from INI
- static const FieldParse m_terrainRoadFieldParseTable[]; ///< the parse table for INI definition
- static const FieldParse m_terrainBridgeFieldParseTable[]; ///< the parse table for INI definition
- static void parseTransitionToOCL( INI *ini, void *instance, void *store, const void *userData );
- static void parseTransitionToFX( INI *ini, void *instance, void *store, const void *userData );
- //
- // *note* I would union the road and bridge data, but unions can't have a copy
- // constructor such as the AsciiString does
- //
- // road data
- Real m_roadWidth; ///< width of road
- Real m_roadWidthInTexture; ///< width of road in the texture
- // bridge data
- Real m_bridgeScale; ///< scale for bridge
- AsciiString m_scaffoldObjectName; ///< scaffold object name
- AsciiString m_scaffoldSupportObjectName; ///< scaffold support object name
- RGBColor m_radarColor; ///< color for this bridge on the radar
- AsciiString m_bridgeModelName; ///< model name for bridge
- AsciiString m_texture; ///< texture filename
- AsciiString m_bridgeModelNameDamaged; ///< model name for bridge
- AsciiString m_textureDamaged; ///< model name for bridge
- AsciiString m_bridgeModelNameReallyDamaged; ///< model name for bridge
- AsciiString m_textureReallyDamaged; ///< model name for bridge
- AsciiString m_bridgeModelNameBroken; ///< model name for bridge
- AsciiString m_textureBroken; ///< model name for bridge
- AsciiString m_towerObjectName[ BRIDGE_MAX_TOWERS ]; ///< object names for the targetable towers on the bridge
- //
- // the following strings are for repair/damage transition events, what sounds to
- // play and a collection of OCL and FX lists to play over the bridge area
- //
- AsciiString m_damageToSoundString[ BODYDAMAGETYPE_COUNT ];
- AsciiString m_damageToOCLString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
- AsciiString m_damageToFXString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
- AsciiString m_repairedToSoundString[ BODYDAMAGETYPE_COUNT ];
- AsciiString m_repairedToOCLString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
- AsciiString m_repairedToFXString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
- Real m_transitionEffectsHeight;
- Int m_numFXPerType; ///< for *each* fx/ocl we will make this many of them on the bridge area
- };
- //-------------------------------------------------------------------------------------------------
- /** Collection of all roads and bridges */
- //-------------------------------------------------------------------------------------------------
- class TerrainRoadCollection : public SubsystemInterface
- {
- public:
-
- TerrainRoadCollection( void );
- ~TerrainRoadCollection( void );
- void init() { }
- void reset() { }
- void update() { }
- TerrainRoadType *findRoad( AsciiString name ); ///< find road with matching name
- TerrainRoadType *newRoad( AsciiString name ); ///< allocate new road, assing name, and link to list
- TerrainRoadType *firstRoad( void ) { return m_roadList; } ///< return first road
- TerrainRoadType *nextRoad( TerrainRoadType *road ); ///< get next road
- TerrainRoadType *findBridge( AsciiString name ); ///< find bridge with matching name
- TerrainRoadType *newBridge( AsciiString name ); ///< allocate new bridge, assign name, and link
- TerrainRoadType *firstBridge( void ) { return m_bridgeList; } ///< return first bridge
- TerrainRoadType *nextBridge( TerrainRoadType *bridge ); ///< get next bridge
- TerrainRoadType *findRoadOrBridge( AsciiString name ); ///< search roads and bridges
- protected:
- TerrainRoadType *m_roadList; ///< list of available roads
- TerrainRoadType *m_bridgeList; ///< list of available bridges
- static UnsignedInt m_idCounter; ///< unique id counter when allocating roads/bridges
- };
- // EXTERNAL ////////////////////////////////////////////////////////////////////////////////////////
- extern TerrainRoadCollection *TheTerrainRoads;
- #endif // __TERRAINROADS_H_
|