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3.4 KiB
C++

/*
** 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: RayEffect.h //////////////////////////////////////////////////////////////////////////////
// Created: Colin Day, May 2001
// Desc: Ray effect manager
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __RAYEFFECT_H_
#define __RAYEFFECT_H_
// INCLUDE ////////////////////////////////////////////////////////////////////////////////////////
#include "Lib/BaseType.h"
#include "Common/SubsystemInterface.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////////////////////////
class Drawable;
//-------------------------------------------------------------------------------------------------
/** Data the ray effect system keeps for an entry */
//-------------------------------------------------------------------------------------------------
struct RayEffectData
{
const Drawable *draw; ///< the drawable
Coord3D startLoc; ///< start location for ray
Coord3D endLoc; ///< end location for ray
}; // end RayEffectData
//-------------------------------------------------------------------------------------------------
/** This class maintains all the ray effects visible in the world */
//-------------------------------------------------------------------------------------------------
class RayEffectSystem : public SubsystemInterface
{
public:
RayEffectSystem( void );
~RayEffectSystem( void );
virtual void init( void );
virtual void reset( void );
virtual void update( void ) { }
/// add a ray effect entry for this drawable
void addRayEffect( const Drawable *draw, const Coord3D *startLoc, const Coord3D *endLoc );
/// given a drawable, remove its effect from the system
void deleteRayEffect( const Drawable *draw );
/** given a drawable, if it is in the ray effect system list retrieve
the ray effect data for its entry */
void getRayEffectData( const Drawable *draw, RayEffectData *effectData );
protected:
/// find an effect data entry based on the drawable
RayEffectData *findEntry( const Drawable *draw );
enum
{
MAX_RAY_EFFECTS = 128
};
RayEffectData m_effectData[ MAX_RAY_EFFECTS ]; ///< all the ray effects
}; // end RayEffectSystem
// EXTERN /////////////////////////////////////////////////////////////////////////////////////////
extern RayEffectSystem *TheRayEffects; ///< the ray effects singleton external
#endif // $label