146 lines
5.8 KiB
C++
146 lines
5.8 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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// PolygonTrigger.h
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// Class to encapsulate polygon triggers for maps.
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// Note - Polygons are used for two reasons - one is area triggers for
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// scripts, so units can be tested for entering or exiting areas, and
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// second to specify areas that are filled with water in the map.
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// See the m_isWaterArea to differentiate.
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// Author: John Ahlquist, November 2001
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#pragma once
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#ifndef PolygonTrigger_H
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#define PolygonTrigger_H
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#include "Common/GameMemory.h"
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#include "Common/Snapshot.h"
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#include "Common/STLTypedefs.h"
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class DataChunkInput;
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class DataChunkOutput;
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struct DataChunkInfo;
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class PolygonTrigger;
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class Xfer;
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// ------------------------------------------------------------------------------------------------
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/** Water handles are used to represent instances of areas of water, no matter which type
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* of implementation the water is (grid, trigger area, etc) */
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// ------------------------------------------------------------------------------------------------
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class WaterHandle
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{
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public:
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WaterHandle( void ) { m_polygon = NULL; }
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///@todo we need to formalize the water systems
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PolygonTrigger *m_polygon; ///< valid when water is a polygon area, NULL if water is a grid
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};
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// ------------------------------------------------------------------------------------------------
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// ------------------------------------------------------------------------------------------------
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class PolygonTrigger : public MemoryPoolObject,
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public Snapshot
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(PolygonTrigger, "PolygonTrigger")
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protected:
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PolygonTrigger* m_nextPolygonTrigger; ///< linked list.
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AsciiString m_triggerName; ///< The name of this polygon area.
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Int m_triggerID; ///< Unique int id for the trigger.
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WaterHandle m_waterHandle; ///< handle to use this polygon as a water table
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ICoord3D* m_points; ///< Points that are the polygon.
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Int m_numPoints; ///< Num points in m_points.
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Int m_sizePoints; ///< Space allocated for m_points.
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mutable IRegion2D m_bounds; ///< 2D bounding box for quick checks.
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mutable Real m_radius;
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Int m_riverStart; ///< Identifies the start point of the river.
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mutable Bool m_boundsNeedsUpdate;
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Bool m_exportWithScripts;
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Bool m_isWaterArea; ///< Used to specify water areas in the map.
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Bool m_isRiver; ///< Used to specify that a water area is a river.
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static PolygonTrigger* ThePolygonTriggerListPtr;
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static Int s_currentID; ///< Current id for new triggers.
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protected:
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void reallocate(void);
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void updateBounds(void) const;
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// snapshot methods
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virtual void crc( Xfer *xfer );
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess( void );
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public:
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PolygonTrigger(Int initialAllocation);
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//~PolygonTrigger(void); ///< Note that deleting the head of a list deletes all linked objects in the list.
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public:
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static PolygonTrigger *getFirstPolygonTrigger(void) {return ThePolygonTriggerListPtr;}
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static PolygonTrigger *getPolygonTriggerByID(Int triggerID);
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static Bool ParsePolygonTriggersDataChunk(DataChunkInput &file, DataChunkInfo *info, void *userData);
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/// Writes Triggers Info
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static void WritePolygonTriggersDataChunk(DataChunkOutput &chunkWriter);
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static void deleteTriggers(void);
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public:
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static void addPolygonTrigger(PolygonTrigger *pTrigger);
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static void removePolygonTrigger(PolygonTrigger *pTrigger);
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void setNextPoly(PolygonTrigger *nextPoly) {m_nextPolygonTrigger = nextPoly;} ///< Link the next map object.
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void addPoint(const ICoord3D &point);
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void setPoint(const ICoord3D &point, Int ndx);
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void insertPoint(const ICoord3D &point, Int ndx);
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void deletePoint(Int ndx);
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void setTriggerName(AsciiString name) {m_triggerName = name;};
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void getCenterPoint(Coord3D* pOutCoord) const;
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Real getRadius(void) const;
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public:
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const ICoord3D *getPoint(Int ndx) const {if (ndx<0) ndx=0; if (ndx>=m_numPoints) ndx=m_numPoints-1; return m_points+ndx;} ///< Get a point.
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Int getNumPoints(void) const {return m_numPoints;}
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Int getID(void) const {return m_triggerID;}
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PolygonTrigger *getNext(void) {return m_nextPolygonTrigger;}
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const PolygonTrigger *getNext(void) const {return m_nextPolygonTrigger;}
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AsciiString getTriggerName(void) const {return m_triggerName;} ///< Gets the trigger name.
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Bool pointInTrigger(ICoord3D &point) const;
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Bool doExportWithScripts(void) const {return m_exportWithScripts;}
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void setDoExportWithScripts(Bool val) {m_exportWithScripts = val;}
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Bool isWaterArea(void) const {return m_isWaterArea;}
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void setWaterArea(Bool val) {m_isWaterArea = val;}
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Bool isRiver(void) const {return m_isRiver;}
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void setRiver(Bool val) {m_isRiver = val;}
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Int getRiverStart(void) const {return m_riverStart;}
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void setRiverStart(Int val) {m_riverStart = val;}
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const WaterHandle* getWaterHandle(void) const;
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Bool isValid(void) const;
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};
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#endif
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