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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // GameClient.h ///////////////////////////////////////////////////////////////
- // GameClient singleton class - defines interface to GameClient methods and drawables
- // Author: Michael S. Booth, March 2001
- #pragma once
- #ifndef _GAME_INTERFACE_H_
- #define _GAME_INTERFACE_H_
- #include "common/GameType.h"
- #include "Common/MessageStream.h" // for GameMessageTranslator
- #include "Common/Snapshot.h"
- #include "Common/STLTypedefs.h"
- #include "Common/SubsystemInterface.h"
- #include "GameClient/CommandXlat.h"
- #include "GameClient/Drawable.h"
- // forward declarations
- class AsciiString;
- class Display;
- class DisplayStringManager;
- class Drawable;
- class FontLibrary;
- class GameWindowManager;
- class InGameUI;
- class Keyboard;
- class Mouse;
- class ParticleSystemManager;
- class TerrainVisual;
- class ThingTemplate;
- class VideoPlayerInterface;
- struct RayEffectData;
- class ChallengeGenerals;
- class SnowManager;
- /// Function pointers for use by GameClient callback functions.
- typedef void (*GameClientFuncPtr)( Drawable *draw, void *userData );
- //typedef std::hash_map<DrawableID, Drawable *, rts::hash<DrawableID>, rts::equal_to<DrawableID> > DrawablePtrHash;
- //typedef DrawablePtrHash::iterator DrawablePtrHashIt;
- typedef std::vector<Drawable*> DrawablePtrVector;
- //-----------------------------------------------------------------------------
- /** The Client message dispatcher, this is the last "translator" on the message
- * stream before the messages go to the network for processing. It gives
- * the client itself the opportunity to respond to any messages on the stream
- * or create new ones to pass along to the network and logic */
- class GameClientMessageDispatcher : public GameMessageTranslator
- {
- public:
- virtual GameMessageDisposition translateGameMessage(const GameMessage *msg);
- virtual ~GameClientMessageDispatcher() { }
- };
- //-----------------------------------------------------------------------------
- /**
- * The GameClient class is used to instantiate a singleton which
- * implements the interface to all GameClient operations such as Drawable access and user-interface functions.
- */
- class GameClient : public SubsystemInterface,
- public Snapshot
- {
- public:
- GameClient();
- virtual ~GameClient();
- // subsystem methods
- virtual void init( void ); ///< Initialize resources
- virtual void update( void ); ///< Updates the GUI, display, audio, etc
- virtual void reset( void ); ///< reset system
- virtual void setFrame( UnsignedInt frame ) { m_frame = frame; } ///< Set the GameClient's internal frame number
- virtual void registerDrawable( Drawable *draw ); ///< Given a drawable, register it with the GameClient and give it a unique ID
- void addDrawableToLookupTable( Drawable *draw ); ///< add drawable ID to hash lookup table
- void removeDrawableFromLookupTable( Drawable *draw ); ///< remove drawable ID from hash lookup table
- virtual Drawable *findDrawableByID( const DrawableID id ); ///< Given an ID, return the associated drawable
- void setDrawableIDCounter( DrawableID nextDrawableID ) { m_nextDrawableID = nextDrawableID; }
- DrawableID getDrawableIDCounter( void ) { return m_nextDrawableID; }
- virtual Drawable *firstDrawable( void ) { return m_drawableList; }
- virtual GameMessage::Type evaluateContextCommand( Drawable *draw,
- const Coord3D *pos,
- CommandTranslator::CommandEvaluateType cmdType );
- void addTextBearingDrawable( Drawable *tbd );
- void flushTextBearingDrawables( void);
- void updateFakeDrawables(void);
-
- virtual void removeFromRayEffects( Drawable *draw ); ///< remove the drawable from the ray effect system if present
- virtual void getRayEffectData( Drawable *draw, RayEffectData *effectData ); ///< get ray effect data for a drawable
- virtual void createRayEffectByTemplate( const Coord3D *start, const Coord3D *end, const ThingTemplate* tmpl ) = 0; ///< create effect needing start and end location
- virtual void addScorch(const Coord3D *pos, Real radius, Scorches type) = 0;
- virtual Bool loadMap( AsciiString mapName ); ///< load a map into our scene
- virtual void unloadMap( AsciiString mapName ); ///< unload the specified map from our scene
- virtual void iterateDrawablesInRegion( Region3D *region, GameClientFuncPtr userFunc, void *userData ); ///< Calls userFunc for each drawable contained within the region
- virtual Drawable *friend_createDrawable( const ThingTemplate *thing, DrawableStatus statusBits = DRAWABLE_STATUS_NONE ) = 0;
- virtual void destroyDrawable( Drawable *draw ); ///< Destroy the given drawable
- virtual void setTimeOfDay( TimeOfDay tod ); ///< Tell all the drawables what time of day it is now
- virtual void selectDrawablesInGroup( Int group ); ///< select all drawables belong to the specifies group
- virtual void assignSelectedDrawablesToGroup( Int group ); ///< assign all selected drawables to the specified group
- //---------------------------------------------------------------------------------------
- virtual UnsignedInt getFrame( void ) { return m_frame; } ///< Returns the current simulation frame number
- //---------------------------------------------------------------------------
- virtual void setTeamColor( Int red, Int green, Int blue ) = 0; ///< @todo superhack for demo, remove!!!
- virtual void adjustLOD( Int adj ) = 0; ///< @todo hack for evaluation, remove.
- virtual void releaseShadows(void); ///< frees all shadow resources used by this module - used by Options screen.
- virtual void allocateShadows(void); ///< create shadow resources if not already present. Used by Options screen.
- virtual void preloadAssets( TimeOfDay timeOfDay ); ///< preload assets
- virtual Drawable *getDrawableList( void ) { return m_drawableList; }
-
- void resetRenderedObjectCount() { m_renderedObjectCount = 0; }
- UnsignedInt getRenderedObjectCount() const { return m_renderedObjectCount; }
- void incrementRenderedObjectCount() { m_renderedObjectCount++; }
- virtual void notifyTerrainObjectMoved(Object *obj) = 0;
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- // @todo Should there be a separate GameClient frame counter?
- UnsignedInt m_frame; ///< Simulation frame number from server
- Drawable *m_drawableList; ///< All of the drawables in the world
- // DrawablePtrHash m_drawableHash; ///< Used for DrawableID lookups
- DrawablePtrVector m_drawableVector;
- DrawableID m_nextDrawableID; ///< For allocating drawable id's
- DrawableID allocDrawableID( void ); ///< Returns a new unique drawable id
- enum { MAX_CLIENT_TRANSLATORS = 32 };
- TranslatorID m_translators[ MAX_CLIENT_TRANSLATORS ]; ///< translators we have used
- UnsignedInt m_numTranslators; ///< number of translators in m_translators[]
- CommandTranslator *m_commandTranslator; ///< the command translator on the message stream
- private:
- UnsignedInt m_renderedObjectCount; ///< Keeps track of the number of rendered objects -- resets each frame.
- //---------------------------------------------------------------------------
- virtual Display *createGameDisplay( void ) = 0; ///< Factory for Display classes. Called during init to instantiate TheDisplay.
- virtual InGameUI *createInGameUI( void ) = 0; ///< Factory for InGameUI classes. Called during init to instantiate TheInGameUI
- virtual GameWindowManager *createWindowManager( void ) = 0; ///< Factory to window manager
- virtual FontLibrary *createFontLibrary( void ) = 0; ///< Factory for font library
- virtual DisplayStringManager *createDisplayStringManager( void ) = 0; ///< Factory for display strings
- virtual VideoPlayerInterface *createVideoPlayer( void ) = 0;///< Factory for video device
- virtual TerrainVisual *createTerrainVisual( void ) = 0; ///< Factory for TerrainVisual classes. Called during init to instance TheTerrainVisual
- virtual Keyboard *createKeyboard( void ) = 0; ///< factory for the keyboard
- virtual Mouse *createMouse( void ) = 0; ///< factory for the mouse
- virtual SnowManager *createSnowManager(void) = 0;
- virtual void setFrameRate(Real msecsPerFrame) = 0;
- // ----------------------------------------------------------------------------------------------
- struct DrawableTOCEntry
- {
- AsciiString name;
- UnsignedShort id;
- };
- typedef std::list< DrawableTOCEntry > DrawableTOCList;
- typedef DrawableTOCList::iterator DrawableTOCListIterator;
- DrawableTOCList m_drawableTOC; ///< the drawable TOC
- void addTOCEntry( AsciiString name, UnsignedShort id ); ///< add a new name/id TOC pair
- DrawableTOCEntry *findTOCEntryByName( AsciiString name ); ///< find DrawableTOC by name
- DrawableTOCEntry *findTOCEntryById( UnsignedShort id ); ///< find DrawableTOC by id
- void xferDrawableTOC( Xfer *xfer ); ///< save/load drawable TOC for current state of map
-
- typedef std::list< Drawable* > TextBearingDrawableList;
- typedef TextBearingDrawableList::iterator TextBearingDrawableListIterator;
- TextBearingDrawableList m_textBearingDrawableList; ///< the drawables that have registered here during drawablepostdraw
- };
- //Kris: Try not to use this if possible. In every case I found in the code base, the status was always Drawable::SELECTED.
- // There is another iterator already in game that stores JUST selected drawables. Take a look at the efficient
- // example, InGameUI::getAllSelectedDrawables().
- #define BEGIN_ITERATE_DRAWABLES_WITH_STATUS(STATUS, DRAW) \
- do \
- { \
- Drawable* _xq_nextDrawable; \
- for (Drawable* DRAW = TheGameClient->firstDrawable(); DRAW != NULL; DRAW = _xq_nextDrawable ) \
- { \
- _xq_nextDrawable = DRAW->getNextDrawable(); \
- if (DRAW->getStatusFlags() & (STATUS)) \
- {
- #define END_ITERATE_DRAWABLES \
- } \
- } \
- } while (0);
- /** -----------------------------------------------------------------------------------------------
- * Given an object id, return the associated object.
- * This method is the primary interface for accessing objects, and should be used
- * instead of pointers to "attach" objects to each other.
- */
- inline Drawable* GameClient::findDrawableByID( const DrawableID id )
- {
- if( id == INVALID_DRAWABLE_ID )
- return NULL;
- // DrawablePtrHashIt it = m_drawableHash.find(id);
- // if (it == m_drawableHash.end()) {
- // // no such drawable
- // return NULL;
- // }
- //
- // return (*it).second;
- if( (Int)id < m_drawableVector.size() )
- return m_drawableVector[(Int)id];
- return NULL;
- }
- // the singleton
- extern GameClient *TheGameClient;
- #endif // _GAME_INTERFACE_H_
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