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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. //
// //
////////////////////////////////////////////////////////////////////////////////
// MapObject.h
// Class to encapsulate height map.
// Author: John Ahlquist, April 2001
#pragma once
#ifndef MapObject_H
#define MapObject_H
#include "Common/Dict.h"
#include "Common/GameMemory.h"
#include "GameClient/TerrainRoads.h"
/** MapObject class
Not ref counted. Do not store pointers to this class. */
class WorldHeightMap;
class RenderObjClass;
class ThingTemplate;
class Shadow;
enum WaypointID;
#define MAP_XY_FACTOR (10.0f) //How wide and tall each height map square is in world space.
#define MAP_HEIGHT_SCALE (MAP_XY_FACTOR/16.0f) //divide all map heights by 8.
// m_flags bit values.
enum {
FLAG_DRAWS_IN_MIRROR = 0x00000001, ///< If set, draws in water mirror.
FLAG_ROAD_POINT1 = 0x00000002, ///< If set, is the first point in a road segment.
FLAG_ROAD_POINT2 = 0x00000004, ///< If set, is the second point in a road segment.
FLAG_ROAD_FLAGS = (FLAG_ROAD_POINT1|FLAG_ROAD_POINT2), ///< If nonzero, object is a road piece.
FLAG_ROAD_CORNER_ANGLED = 0x00000008, ///< If set, the road corner is angled rather than curved.
FLAG_BRIDGE_POINT1 = 0x00000010, ///< If set, is the first point in a bridge.
FLAG_BRIDGE_POINT2 = 0x00000020, ///< If set, is the second point in a bridge.
FLAG_BRIDGE_FLAGS = (FLAG_BRIDGE_POINT1|FLAG_BRIDGE_POINT2), ///< If nonzero, object is a bridge piece.
FLAG_ROAD_CORNER_TIGHT = 0x00000040,
FLAG_ROAD_JOIN = 0x00000080, ///< If set, this road end does a generic alpha join.
FLAG_DONT_RENDER = 0x00000100 ///< If set, do not render this object. Only WB pays attention to this. (Right now, anyways)
};
class MapObject : public MemoryPoolObject
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(MapObject, "MapObject")
// friend doesn't play well with MPO -- srj
// friend class WorldHeightMap;
// friend class WorldHeightMapEdit;
// friend class AddObjectUndoable;
// friend class DeleteInfo;
enum
{
MO_SELECTED = 0x01,
MO_LIGHT = 0x02,
MO_WAYPOINT = 0x04,
MO_SCORCH = 0x08
};
// This data is currently written out into the map data file.
Coord3D m_location; ///< Location of the center of the object.
AsciiString m_objectName; ///< The object name.
const ThingTemplate* m_thingTemplate; ///< thing template for map object
Real m_angle; ///< positive x is 0 degrees, angle is counterclockwise in degrees.
MapObject* m_nextMapObject; ///< linked list.
Int m_flags; ///< Bit flags.
Dict m_properties; ///< general property sheet.
// This data is runtime data that is used by the worldbuider editor, but
// not saved in the map file.
Int m_color; ///< Display color.
RenderObjClass* m_renderObj; ///< object that renders in the 3d scene.
Shadow* m_shadowObj; ///< object that renders shadow in the 3d scene.
RenderObjClass* m_bridgeTowers[ BRIDGE_MAX_TOWERS ]; ///< for bridge towers
Int m_runtimeFlags;
public:
static MapObject *TheMapObjectListPtr;
static Dict TheWorldDict;
public:
MapObject(Coord3D loc, AsciiString name, Real angle, Int flags, const Dict* props,
const ThingTemplate *thingTemplate );
//~MapObject(void); ///< Note that deleting the head of a list deletes all linked objects in the list.
public:
Dict *getProperties() { return &m_properties; } ///< return the object's property sheet.
void setNextMap(MapObject *nextMap) {m_nextMapObject = nextMap;} ///< Link the next map object.
const Coord3D *getLocation(void) const {return &m_location;} ///< Get the center point.
Real getAngle(void) const {return m_angle;} ///< Get the angle.
Int getColor(void) const {return m_color;} ///< Gets whatever ui color we set.
void setColor(Int color) {m_color=color;} ///< Sets the ui color.
AsciiString getName(void) const {return m_objectName;} ///< Gets the object name
void setName(AsciiString name); ///< Sets the object name
void setThingTemplate( const ThingTemplate* thing ); ///< set template
const ThingTemplate *getThingTemplate( void ) const;
MapObject *getNext(void) const {return m_nextMapObject;} ///< Next map object in the list. Not a copy, don't delete it.
MapObject *duplicate(void); ///< Allocates a copy. Caller is responsible for delete-ing this when done with it.
void setAngle(Real angle) {m_angle = normalizeAngle(angle);}
void setLocation(Coord3D *pLoc) {m_location = *pLoc;}
void setFlag(Int flag) {m_flags |= flag;}
void clearFlag(Int flag) {m_flags &= (~flag);}
Bool getFlag(Int flag) const {return (m_flags&flag)?true:false;}
Int getFlags(void) const {return (m_flags);}
Bool isSelected(void) const {return (m_runtimeFlags & MO_SELECTED) != 0;}
void setSelected(Bool sel) { if (sel) m_runtimeFlags |= MO_SELECTED; else m_runtimeFlags &= ~MO_SELECTED; }
Bool isLight(void) const {return (m_runtimeFlags & MO_LIGHT) != 0;}
Bool isWaypoint(void) const {return (m_runtimeFlags & MO_WAYPOINT) != 0;}
Bool isScorch(void) const {return (m_runtimeFlags & MO_SCORCH) != 0;}
void setIsLight() {m_runtimeFlags |= MO_LIGHT;}
void setIsWaypoint() { m_runtimeFlags |= MO_WAYPOINT; }
void setIsScorch() { m_runtimeFlags |= MO_SCORCH; }
void setRenderObj(RenderObjClass *pObj);
RenderObjClass *getRenderObj(void) const {return m_renderObj;}
void setShadowObj(Shadow *pObj) {m_shadowObj=pObj;}
Shadow *getShadowObj(void) const {return m_shadowObj;}
RenderObjClass* getBridgeRenderObject( BridgeTowerType type );
void setBridgeRenderObject( BridgeTowerType type, RenderObjClass* renderObj );
WaypointID getWaypointID();
AsciiString getWaypointName();
void setWaypointID(Int i);
void setWaypointName(AsciiString n);
// calling validate will call verifyValidTeam and verifyValidUniqueID.
void validate(void);
// verifyValidTeam will either place the map object on an approrpriate team, or leave the
// current team (if it is valid)
void verifyValidTeam(void);
// verifyValidUniqueID will ensure that this unit isn't sharing a number with another unit.
void verifyValidUniqueID(void);
// The fast version doesn't attempt to verify uniqueness. It goes
static void fastAssignAllUniqueIDs(void);
static MapObject *getFirstMapObject(void) { return TheMapObjectListPtr; }
static Dict* getWorldDict() { return &TheWorldDict; }
static Int countMapObjectsWithOwner(const AsciiString& n);
};
#endif