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C++

/*
** 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_