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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. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: TerrainVisual.h //////////////////////////////////////////////////////////////////////////
// Interface for visual representation of terrain on the client
// Author: Colin Day, April 2001
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __TERRAINVISUAL_H_
#define __TERRAINVISUAL_H_
#include "Common/Terrain.h"
#include "Common/Snapshot.h"
#include "Common/MapObject.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class TerrainType;
class WaterHandle;
class Matrix3D;
class Object;
class Drawable;
class GeometryInfo;
class WorldHeightMap;
struct SeismicSimulationNode;
class SeismicSimulationFilterBase;
#define DEFAULT_SEISMIC_SIMULATION_MAGNITUDE (20.0f)
struct SeismicSimulationNode; // just a forward declaration folks, no cause for alarm
class SeismicSimulationFilterBase
{
public:
enum SeismicSimStatusCode
{
SEISMIC_STATUS_INVALID,
SEISMIC_STATUS_ACTIVE,
SEISMIC_STATUS_ZERO_ENERGY,
};
virtual SeismicSimStatusCode filterCallback( WorldHeightMapInterfaceClass *heightMap, const SeismicSimulationNode *node ) = 0;
virtual Real applyGravityCallback( Real velocityIn ) = 0;
};
struct SeismicSimulationNode
{
SeismicSimulationNode()
{
m_center.x = 0;
m_center.y = 0;
m_radius = 0;
m_region.lo.x = 0;
m_region.lo.y = 0;
m_region.hi.x = 0;
m_region.hi.y = 0;
m_clean = FALSE;
callbackFilter = NULL;
m_life = 0;
m_magnitude = DEFAULT_SEISMIC_SIMULATION_MAGNITUDE;
}
SeismicSimulationNode( const SeismicSimulationNode &ssn )
{
m_center.x = ssn.m_center.x;
m_center.y = ssn.m_center.y;
m_radius = ssn.m_radius;
m_region.lo.x = ssn.m_region.lo.x;
m_region.lo.y = ssn.m_region.lo.y;
m_region.hi.x = ssn.m_region.hi.x;
m_region.hi.y = ssn.m_region.hi.y;
m_clean = ssn.m_clean;
callbackFilter= ssn.callbackFilter;
m_life = ssn.m_life;
m_magnitude = ssn.m_magnitude;
}
SeismicSimulationNode( const Coord3D* ctr, Real rad, Real mag, SeismicSimulationFilterBase *cbf = NULL )
{
m_center.x = REAL_TO_INT_FLOOR(ctr->x/MAP_XY_FACTOR);
m_center.y = REAL_TO_INT_FLOOR(ctr->y/MAP_XY_FACTOR);
m_radius = (rad-1)/MAP_XY_FACTOR;
UnsignedInt regionSize = rad/MAP_XY_FACTOR;
m_region.lo.x = m_center.x - regionSize;
m_region.lo.y = m_center.y - regionSize;
m_region.hi.x = m_center.x + regionSize;
m_region.hi.y = m_center.y + regionSize;
m_clean = false;
callbackFilter= cbf;
m_life = 0;
m_magnitude = mag;
}
SeismicSimulationFilterBase::SeismicSimStatusCode handleFilterCallback( WorldHeightMapInterfaceClass *heightMap )
{
if ( callbackFilter == NULL )
return SeismicSimulationFilterBase::SEISMIC_STATUS_INVALID;
++m_life;
return callbackFilter->filterCallback( heightMap, this );
}
Real applyGravity( Real velocityIn )
{
DEBUG_ASSERTCRASH( callbackFilter, ("SeismicSimulationNode::applyGravity() has no callback filter!") );
if ( callbackFilter == NULL )
return velocityIn;//oops, we have no callback!
return callbackFilter->applyGravityCallback( velocityIn );
}
IRegion2D m_region;
ICoord2D m_center;
Bool m_clean;
Real m_magnitude;
UnsignedInt m_radius;
UnsignedInt m_life;
SeismicSimulationFilterBase *callbackFilter;
};
typedef std::list<SeismicSimulationNode> SeismicSimulationList;
typedef SeismicSimulationList::iterator SeismicSimulationListIt;
class DomeStyleSeismicFilter : public SeismicSimulationFilterBase
{
virtual SeismicSimStatusCode filterCallback( WorldHeightMapInterfaceClass *heightMap, const SeismicSimulationNode *node );
virtual Real applyGravityCallback( Real velocityIn );
};
//-------------------------------------------------------------------------------------------------
/** LOD values for terrain, keep this in sync with TerrainLODNames[] */
//-------------------------------------------------------------------------------------------------
typedef enum _TerrainLOD
{
TERRAIN_LOD_INVALID = 0,
TERRAIN_LOD_MIN = 1, // note that this is less than max
TERRAIN_LOD_STRETCH_NO_CLOUDS = 2,
TERRAIN_LOD_HALF_CLOUDS = 3,
TERRAIN_LOD_NO_CLOUDS = 4,
TERRAIN_LOD_STRETCH_CLOUDS = 5,
TERRAIN_LOD_NO_WATER = 6,
TERRAIN_LOD_MAX = 7, // note that this is larger than min
TERRAIN_LOD_AUTOMATIC = 8,
TERRAIN_LOD_DISABLE = 9,
TERRAIN_LOD_NUM_TYPES // keep this last
} TerrainLOD;
#ifdef DEFINE_TERRAIN_LOD_NAMES
static char * TerrainLODNames[] =
{
"NONE",
"MIN",
"STRETCH_NO_CLOUDS",
"HALF_CLOUDS",
"NO_CLOUDS",
"STRETCH_CLOUDS",
"NO_WATER",
"MAX",
"AUTOMATIC",
"DISABLE",
NULL
};
#endif // end DEFINE_TERRAIN_LOD_NAMES
//-------------------------------------------------------------------------------------------------
/** Device independent implementation for visual terrain */
//-------------------------------------------------------------------------------------------------
class TerrainVisual : public Snapshot,
public SubsystemInterface
{
public:
enum {NumSkyboxTextures = 5};
TerrainVisual();
virtual ~TerrainVisual();
virtual void init( void );
virtual void reset( void );
virtual void update( void );
virtual Bool load( AsciiString filename );
/// get color of texture on the terrain at location specified
virtual void getTerrainColorAt( Real x, Real y, RGBColor *pColor ) = 0;
/// get the terrain tile type at the world location in the (x,y) plane ignoring Z
virtual TerrainType *getTerrainTile( Real x, Real y ) = 0;
/** intersect the ray with the terrain, if a hit occurs TRUE is returned
and the result point on the terrain is returned in "result" */
virtual Bool intersectTerrain( Coord3D *rayStart,
Coord3D *rayEnd,
Coord3D *result ) { return FALSE; }
//
// water methods
//
virtual void enableWaterGrid( Bool enable ) = 0;
/// set min/max height values allowed in water grid pointed to by waterTable
virtual void setWaterGridHeightClamps( const WaterHandle *waterTable, Real minZ, Real maxZ ) = 0;
/// adjust fallof parameters for grid change method
virtual void setWaterAttenuationFactors( const WaterHandle *waterTable, Real a, Real b, Real c, Real range ) = 0;
/// set the water table position and orientation in world space
virtual void setWaterTransform( const WaterHandle *waterTable, Real angle, Real x, Real y, Real z ) = 0;
virtual void setWaterTransform( const Matrix3D *transform ) = 0;
/// get water transform parameters
virtual void getWaterTransform( const WaterHandle *waterTable, Matrix3D *transform ) = 0;
/// water grid resolution spacing
virtual void setWaterGridResolution( const WaterHandle *waterTable, Real gridCellsX, Real gridCellsY, Real cellSize ) = 0;
virtual void getWaterGridResolution( const WaterHandle *waterTable, Real *gridCellsX, Real *gridCellsY, Real *cellSize ) = 0;
/// adjust the water grid in world coords by the delta
virtual void changeWaterHeight( Real x, Real y, Real delta ) = 0;
/// adjust the velocity at a water grid point corresponding to the world x,y
virtual void addWaterVelocity( Real worldX, Real worldY, Real velocity, Real preferredHeight ) = 0;
/// get height of water grid at specified position
virtual Bool getWaterGridHeight( Real worldX, Real worldY, Real *height) = 0;
/// set detail of terrain tracks.
virtual void setTerrainTracksDetail(void)=0;
virtual void setShoreLineDetail(void)=0;
/// Add a bib for an object at location.
virtual void addFactionBib(Object *factionBuilding, Bool highlight, Real extra = 0)=0;
/// Remove a bib.
virtual void removeFactionBib(Object *factionBuilding)=0;
/// Add a bib for a drawable at location.
virtual void addFactionBibDrawable(Drawable *factionBuilding, Bool highlight, Real extra = 0)=0;
/// Remove a bib.
virtual void removeFactionBibDrawable(Drawable *factionBuilding)=0;
virtual void removeAllBibs(void)=0;
virtual void removeBibHighlighting(void)=0;
virtual void removeTreesAndPropsForConstruction(
const Coord3D* pos,
const GeometryInfo& geom,
Real angle
) = 0;
virtual void addProp(const ThingTemplate *tt, const Coord3D *pos, Real angle) = 0;
//
// Modify height.
//
virtual void setRawMapHeight(const ICoord2D *gridPos, Int height)=0;
virtual Int getRawMapHeight(const ICoord2D *gridPos)=0;
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////////////////////////////////////////
#ifdef DO_SEISMIC_SIMULATIONS
virtual void updateSeismicSimulations( void ) = 0; /// walk the SeismicSimulationList and, well, do it.
virtual void addSeismicSimulation( const SeismicSimulationNode& sim ) = 0;
#endif
virtual WorldHeightMap* getLogicHeightMap( void ) {return NULL;};
virtual WorldHeightMap* getClientHeightMap( void ) {return NULL;};
////////////////////////////////////////////////////
////////////////////////////////////////////////////
////////////////////////////////////////////////////
/// Replace the skybox texture
virtual void replaceSkyboxTextures(const AsciiString *oldTexName[NumSkyboxTextures], const AsciiString *newTexName[NumSkyboxTextures])=0;
protected:
// snapshot methods
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void );
AsciiString m_filenameString; ///< file with terrain data
}; // end class TerrainVisual
// EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
extern TerrainVisual *TheTerrainVisual; ///< singleton extern
#endif // end __TERRAINVISUAL_H_