234 lines
12 KiB
C++
234 lines
12 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: TerrainRoads.h ///////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, December 2001
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// Desc: Terrain road descriptions
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __TERRAINROADS_H_
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#define __TERRAINROADS_H_
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// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
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#include "Common/GameMemory.h"
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#include "Common/SubsystemInterface.h"
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#include "GameLogic/Module/BodyModule.h"
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// FORWARD DECLARATIONS ///////////////////////////////////////////////////////////////////////////
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struct FieldParse;
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class AsciiString;
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// ------------------------------------------------------------------------------------------------
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/** Bridges have 4 towers around it that the player can attack or use to repair the bridge */
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// ------------------------------------------------------------------------------------------------
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enum BridgeTowerType
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{
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BRIDGE_TOWER_FROM_LEFT = 0,
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BRIDGE_TOWER_FROM_RIGHT,
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BRIDGE_TOWER_TO_LEFT,
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BRIDGE_TOWER_TO_RIGHT,
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BRIDGE_MAX_TOWERS ///< keep this last
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};
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// ------------------------------------------------------------------------------------------------
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enum { MAX_BRIDGE_BODY_FX = 3 };
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//-------------------------------------------------------------------------------------------------
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/** Terrain road description, good for roads and bridges */
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//-------------------------------------------------------------------------------------------------
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class TerrainRoadType : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TerrainRoadType, "TerrainRoadType" )
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public:
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TerrainRoadType( void );
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// destructor prototypes defined by memory pool object
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inline AsciiString getName( void ) { return m_name; }
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inline AsciiString getTexture( void ) { return m_texture; }
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inline Bool isBridge( void ) { return m_isBridge; }
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inline UnsignedInt getID( void ) { return m_id; }
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inline Real getRoadWidth( void ) { return m_roadWidth; }
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inline Real getRoadWidthInTexture( void ) { return m_roadWidthInTexture; }
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inline Real getBridgeScale( void ) { return m_bridgeScale; }
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inline AsciiString getScaffoldObjectName( void ) { return m_scaffoldObjectName; }
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inline AsciiString getScaffoldSupportObjectName( void ) { return m_scaffoldSupportObjectName; }
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inline RGBColor getRadarColor( void ) { return m_radarColor; }
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inline AsciiString getBridgeModel( void ) { return m_bridgeModelName; }
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inline AsciiString getBridgeModelNameDamaged( void ) { return m_bridgeModelNameDamaged; }
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inline AsciiString getBridgeModelNameReallyDamaged( void ) { return m_bridgeModelNameReallyDamaged; }
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inline AsciiString getBridgeModelNameBroken( void ) { return m_bridgeModelNameBroken; }
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inline AsciiString getTextureDamaged( void ) { return m_textureDamaged; }
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inline AsciiString getTextureReallyDamaged( void ) { return m_textureReallyDamaged; }
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inline AsciiString getTextureBroken( void ) { return m_textureBroken; }
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inline AsciiString getTowerObjectName( BridgeTowerType tower ) { return m_towerObjectName[ tower ]; }
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inline AsciiString getDamageToSoundString( BodyDamageType state ) { return m_damageToSoundString[ state ]; }
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inline AsciiString getDamageToOCLString( BodyDamageType state, Int index ) { return m_damageToOCLString[ state ][ index ]; }
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inline AsciiString getDamageToFXString( BodyDamageType state, Int index ) { return m_damageToFXString[ state ][ index ]; }
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inline AsciiString getRepairedToSoundString( BodyDamageType state ) { return m_repairedToSoundString[ state ]; }
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inline AsciiString getRepairedToOCLString( BodyDamageType state, Int index ) { return m_repairedToOCLString[ state ][ index ]; }
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inline AsciiString getRepairedToFXString( BodyDamageType state, Int index ) { return m_repairedToFXString[ state ][ index ]; }
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inline Real getTransitionEffectsHeight( void ) { return m_transitionEffectsHeight; }
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inline Int getNumFXPerType( void ) { return m_numFXPerType; }
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// friend access methods to be used by the road collection only!
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inline void friend_setName( AsciiString name ) { m_name = name; }
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inline void friend_setTexture( AsciiString texture ) { m_texture = texture; }
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inline void friend_setBridge( Bool isBridge ) { m_isBridge = isBridge; }
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inline void friend_setID( UnsignedInt id ) { m_id = id; }
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inline void friend_setNext( TerrainRoadType *next ) { m_next = next; }
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inline TerrainRoadType *friend_getNext( void ) { return m_next; }
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inline void friend_setRoadWidth( Real width ) { m_roadWidth = width; }
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inline void friend_setRoadWidthInTexture( Real width ) { m_roadWidthInTexture = width; }
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inline void friend_setBridgeScale( Real scale ) { m_bridgeScale = scale; }
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inline void friend_setScaffoldObjectName( AsciiString name ) { m_scaffoldObjectName = name; }
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inline void friend_setScaffoldSupportObjectName( AsciiString name ) { m_scaffoldSupportObjectName = name; }
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inline void friend_setBridgeModelName( AsciiString name ) { m_bridgeModelName = name; }
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inline void friend_setBridgeModelNameDamaged( AsciiString name ) { m_bridgeModelNameDamaged = name; }
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inline void friend_setBridgeModelNameReallyDamaged( AsciiString name ) { m_bridgeModelNameReallyDamaged = name; }
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inline void friend_setBridgeModelNameBroken( AsciiString name ) { m_bridgeModelNameBroken = name; }
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inline void friend_setTextureDamaged( AsciiString texture ) { m_textureDamaged = texture; }
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inline void friend_setTextureReallyDamaged( AsciiString texture ) { m_textureReallyDamaged = texture; }
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inline void friend_setTextureBroken( AsciiString texture ) { m_textureBroken = texture; }
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inline void friend_setTowerObjectName( BridgeTowerType tower, AsciiString name ) { m_towerObjectName[ tower ] = name; }
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inline void friend_setDamageToSoundString( BodyDamageType state, AsciiString s ) { m_damageToSoundString[ state ] = s; }
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inline void friend_setDamageToOCLString( BodyDamageType state, Int index, AsciiString s ) { m_damageToOCLString[ state ][ index ] = s; }
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inline void friend_setDamageToFXString( BodyDamageType state, Int index, AsciiString s ) { m_damageToFXString[ state ][ index ] = s; }
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inline void friend_setRepairedToSoundString( BodyDamageType state, AsciiString s ) { m_repairedToSoundString[ state ] = s; }
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inline void friend_setRepairedToOCLString( BodyDamageType state, Int index, AsciiString s ) { m_repairedToOCLString[ state ][ index ] = s; }
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inline void friend_setRepairedToFXString( BodyDamageType state, Int index, AsciiString s ) { m_repairedToFXString[ state ][ index ] = s; }
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inline void friend_setTransitionEffectsHeight( Real height ) { m_transitionEffectsHeight = height; }
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inline void friend_setNumFXPerType( Int num ) { m_numFXPerType = num; }
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/// get the parsing table for INI
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const FieldParse *getRoadFieldParse( void ) { return m_terrainRoadFieldParseTable; }
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const FieldParse *getBridgeFieldParse( void ) { return m_terrainBridgeFieldParseTable; }
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protected:
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AsciiString m_name; ///< entry name
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Bool m_isBridge; ///< true if entry is for a bridge
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UnsignedInt m_id; ///< unique id
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TerrainRoadType *m_next; ///< next in road list
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// for parsing from INI
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static const FieldParse m_terrainRoadFieldParseTable[]; ///< the parse table for INI definition
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static const FieldParse m_terrainBridgeFieldParseTable[]; ///< the parse table for INI definition
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static void parseTransitionToOCL( INI *ini, void *instance, void *store, const void *userData );
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static void parseTransitionToFX( INI *ini, void *instance, void *store, const void *userData );
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//
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// *note* I would union the road and bridge data, but unions can't have a copy
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// constructor such as the AsciiString does
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//
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// road data
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Real m_roadWidth; ///< width of road
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Real m_roadWidthInTexture; ///< width of road in the texture
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// bridge data
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Real m_bridgeScale; ///< scale for bridge
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AsciiString m_scaffoldObjectName; ///< scaffold object name
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AsciiString m_scaffoldSupportObjectName; ///< scaffold support object name
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RGBColor m_radarColor; ///< color for this bridge on the radar
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AsciiString m_bridgeModelName; ///< model name for bridge
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AsciiString m_texture; ///< texture filename
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AsciiString m_bridgeModelNameDamaged; ///< model name for bridge
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AsciiString m_textureDamaged; ///< model name for bridge
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AsciiString m_bridgeModelNameReallyDamaged; ///< model name for bridge
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AsciiString m_textureReallyDamaged; ///< model name for bridge
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AsciiString m_bridgeModelNameBroken; ///< model name for bridge
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AsciiString m_textureBroken; ///< model name for bridge
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AsciiString m_towerObjectName[ BRIDGE_MAX_TOWERS ]; ///< object names for the targetable towers on the bridge
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//
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// the following strings are for repair/damage transition events, what sounds to
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// play and a collection of OCL and FX lists to play over the bridge area
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//
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AsciiString m_damageToSoundString[ BODYDAMAGETYPE_COUNT ];
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AsciiString m_damageToOCLString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
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AsciiString m_damageToFXString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
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AsciiString m_repairedToSoundString[ BODYDAMAGETYPE_COUNT ];
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AsciiString m_repairedToOCLString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
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AsciiString m_repairedToFXString[ BODYDAMAGETYPE_COUNT ][ MAX_BRIDGE_BODY_FX ];
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Real m_transitionEffectsHeight;
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Int m_numFXPerType; ///< for *each* fx/ocl we will make this many of them on the bridge area
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};
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//-------------------------------------------------------------------------------------------------
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/** Collection of all roads and bridges */
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//-------------------------------------------------------------------------------------------------
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class TerrainRoadCollection : public SubsystemInterface
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{
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public:
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TerrainRoadCollection( void );
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~TerrainRoadCollection( void );
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void init() { }
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void reset() { }
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void update() { }
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TerrainRoadType *findRoad( AsciiString name ); ///< find road with matching name
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TerrainRoadType *newRoad( AsciiString name ); ///< allocate new road, assing name, and link to list
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TerrainRoadType *firstRoad( void ) { return m_roadList; } ///< return first road
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TerrainRoadType *nextRoad( TerrainRoadType *road ); ///< get next road
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TerrainRoadType *findBridge( AsciiString name ); ///< find bridge with matching name
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TerrainRoadType *newBridge( AsciiString name ); ///< allocate new bridge, assign name, and link
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TerrainRoadType *firstBridge( void ) { return m_bridgeList; } ///< return first bridge
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TerrainRoadType *nextBridge( TerrainRoadType *bridge ); ///< get next bridge
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TerrainRoadType *findRoadOrBridge( AsciiString name ); ///< search roads and bridges
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protected:
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TerrainRoadType *m_roadList; ///< list of available roads
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TerrainRoadType *m_bridgeList; ///< list of available bridges
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static UnsignedInt m_idCounter; ///< unique id counter when allocating roads/bridges
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};
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// EXTERNAL ////////////////////////////////////////////////////////////////////////////////////////
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extern TerrainRoadCollection *TheTerrainRoads;
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#endif // __TERRAINROADS_H_
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