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- /*
- ** Command & Conquer Generals Zero Hour(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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // MapObject.h
- // Class to encapsulate height map.
- // Author: John Ahlquist, April 2001
- #pragma once
- #ifndef MapObject_H
- #define MapObject_H
- #include "Common/Dict.h"
- #include "Common/GameMemory.h"
- #include "GameClient/TerrainRoads.h"
- class WorldHeightMapInterfaceClass
- {
- public:
- virtual Int getBorderSize() = 0;
- virtual Real getSeismicZVelocity(Int xIndex, Int yIndex) const = 0;
- virtual void setSeismicZVelocity(Int xIndex, Int yIndex, Real value) = 0;
- virtual Real getBilinearSampleSeismicZVelocity( Int x, Int y) = 0;
- };
- /** MapObject class
- Not ref counted. Do not store pointers to this class. */
- class WorldHeightMap;
- class RenderObjClass;
- class ThingTemplate;
- class Shadow;
- enum WaypointID;
- #define MAP_XY_FACTOR (10.0f) //How wide and tall each height map square is in world space.
- #define MAP_HEIGHT_SCALE (MAP_XY_FACTOR/16.0f) //divide all map heights by 8.
- // m_flags bit values.
- enum {
- FLAG_DRAWS_IN_MIRROR = 0x00000001, ///< If set, draws in water mirror.
- FLAG_ROAD_POINT1 = 0x00000002, ///< If set, is the first point in a road segment.
- FLAG_ROAD_POINT2 = 0x00000004, ///< If set, is the second point in a road segment.
- FLAG_ROAD_FLAGS = (FLAG_ROAD_POINT1|FLAG_ROAD_POINT2), ///< If nonzero, object is a road piece.
- FLAG_ROAD_CORNER_ANGLED = 0x00000008, ///< If set, the road corner is angled rather than curved.
- FLAG_BRIDGE_POINT1 = 0x00000010, ///< If set, is the first point in a bridge.
- FLAG_BRIDGE_POINT2 = 0x00000020, ///< If set, is the second point in a bridge.
- FLAG_BRIDGE_FLAGS = (FLAG_BRIDGE_POINT1|FLAG_BRIDGE_POINT2), ///< If nonzero, object is a bridge piece.
- FLAG_ROAD_CORNER_TIGHT = 0x00000040,
- FLAG_ROAD_JOIN = 0x00000080, ///< If set, this road end does a generic alpha join.
- FLAG_DONT_RENDER = 0x00000100 ///< If set, do not render this object. Only WB pays attention to this. (Right now, anyways)
- };
- class MapObject : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(MapObject, "MapObject")
- // friend doesn't play well with MPO -- srj
- // friend class WorldHeightMap;
- // friend class WorldHeightMapEdit;
- // friend class AddObjectUndoable;
- // friend class DeleteInfo;
- enum
- {
- MO_SELECTED = 0x01,
- MO_LIGHT = 0x02,
- MO_WAYPOINT = 0x04,
- MO_SCORCH = 0x08
- };
- // This data is currently written out into the map data file.
- Coord3D m_location; ///< Location of the center of the object.
- AsciiString m_objectName; ///< The object name.
- const ThingTemplate* m_thingTemplate; ///< thing template for map object
- Real m_angle; ///< positive x is 0 degrees, angle is counterclockwise in degrees.
- MapObject* m_nextMapObject; ///< linked list.
- Int m_flags; ///< Bit flags.
- Dict m_properties; ///< general property sheet.
- // This data is runtime data that is used by the worldbuider editor, but
- // not saved in the map file.
- Int m_color; ///< Display color.
- RenderObjClass* m_renderObj; ///< object that renders in the 3d scene.
- Shadow* m_shadowObj; ///< object that renders shadow in the 3d scene.
- RenderObjClass* m_bridgeTowers[ BRIDGE_MAX_TOWERS ]; ///< for bridge towers
- Int m_runtimeFlags;
- public:
- static MapObject *TheMapObjectListPtr;
- static Dict TheWorldDict;
- public:
- MapObject(Coord3D loc, AsciiString name, Real angle, Int flags, const Dict* props,
- const ThingTemplate *thingTemplate );
- //~MapObject(void); ///< Note that deleting the head of a list deletes all linked objects in the list.
- public:
- Dict *getProperties() { return &m_properties; } ///< return the object's property sheet.
- void setNextMap(MapObject *nextMap) {m_nextMapObject = nextMap;} ///< Link the next map object.
- const Coord3D *getLocation(void) const {return &m_location;} ///< Get the center point.
- Real getAngle(void) const {return m_angle;} ///< Get the angle.
- Int getColor(void) const {return m_color;} ///< Gets whatever ui color we set.
- void setColor(Int color) {m_color=color;} ///< Sets the ui color.
- AsciiString getName(void) const {return m_objectName;} ///< Gets the object name
- void setName(AsciiString name); ///< Sets the object name
- void setThingTemplate( const ThingTemplate* thing ); ///< set template
- const ThingTemplate *getThingTemplate( void ) const;
- MapObject *getNext(void) const {return m_nextMapObject;} ///< Next map object in the list. Not a copy, don't delete it.
- MapObject *duplicate(void); ///< Allocates a copy. Caller is responsible for delete-ing this when done with it.
- void setAngle(Real angle) {m_angle = normalizeAngle(angle);}
- void setLocation(Coord3D *pLoc) {m_location = *pLoc;}
- void setFlag(Int flag) {m_flags |= flag;}
- void clearFlag(Int flag) {m_flags &= (~flag);}
- Bool getFlag(Int flag) const {return (m_flags&flag)?true:false;}
- Int getFlags(void) const {return (m_flags);}
- Bool isSelected(void) const {return (m_runtimeFlags & MO_SELECTED) != 0;}
- void setSelected(Bool sel) { if (sel) m_runtimeFlags |= MO_SELECTED; else m_runtimeFlags &= ~MO_SELECTED; }
- Bool isLight(void) const {return (m_runtimeFlags & MO_LIGHT) != 0;}
- Bool isWaypoint(void) const {return (m_runtimeFlags & MO_WAYPOINT) != 0;}
- Bool isScorch(void) const {return (m_runtimeFlags & MO_SCORCH) != 0;}
- void setIsLight() {m_runtimeFlags |= MO_LIGHT;}
- void setIsWaypoint() { m_runtimeFlags |= MO_WAYPOINT; }
- void setIsScorch() { m_runtimeFlags |= MO_SCORCH; }
- void setRenderObj(RenderObjClass *pObj);
- RenderObjClass *getRenderObj(void) const {return m_renderObj;}
- void setShadowObj(Shadow *pObj) {m_shadowObj=pObj;}
- Shadow *getShadowObj(void) const {return m_shadowObj;}
- RenderObjClass* getBridgeRenderObject( BridgeTowerType type );
- void setBridgeRenderObject( BridgeTowerType type, RenderObjClass* renderObj );
- WaypointID getWaypointID();
- AsciiString getWaypointName();
- void setWaypointID(Int i);
- void setWaypointName(AsciiString n);
-
- // calling validate will call verifyValidTeam and verifyValidUniqueID.
- void validate(void);
- // verifyValidTeam will either place the map object on an approrpriate team, or leave the
- // current team (if it is valid)
- void verifyValidTeam(void);
- // verifyValidUniqueID will ensure that this unit isn't sharing a number with another unit.
- void verifyValidUniqueID(void);
- // The fast version doesn't attempt to verify uniqueness. It goes
- static void fastAssignAllUniqueIDs(void);
-
- static MapObject *getFirstMapObject(void) { return TheMapObjectListPtr; }
- static Dict* getWorldDict() { return &TheWorldDict; }
- static Int countMapObjectsWithOwner(const AsciiString& n);
- };
- #endif
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