115 lines
4.2 KiB
C
115 lines
4.2 KiB
C
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/*
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** Command & Conquer Renegade(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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/vistablemgr.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 11/16/00 7:30p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef VISTABLEMGR_H
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#define VISTABLEMGR_H
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#include "always.h"
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#include "simplevec.h"
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class VisTableClass;
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class CompressedVisTableClass;
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class ChunkSaveClass;
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class ChunkLoadClass;
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class VisDecompressionCacheClass;
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/*
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** VisTableMgrClass
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** This class collects the visibility tables and vis-id allocation into one place.
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** The physics scene contains an instance of this class and will save and load it as
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** part of the (L)evel (S)tatic (D)ata file...
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*/
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class VisTableMgrClass
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{
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public:
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VisTableMgrClass(void);
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~VisTableMgrClass(void);
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/*
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** Allocation of vis-object and vis-sector IDs
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*/
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void Reset();
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int Allocate_Vis_Object_ID(int count = 1);
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int Allocate_Vis_Sector_ID(int count = 1);
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int Get_Vis_Table_Size(void) const;
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int Get_Vis_Table_Count(void) const;
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void Set_Optimized_Vis_Object_Count(int count);
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/*
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** Access to the actual vis data. Decompressed tables are cached
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** behind the scenes so just call this whenever you want a vis table.
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** DO NOT EVER modify a vis table you get from this function. You should
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** always make a copy, modify the copy, then call Update_Vis_Table if
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** you need to modify the contents of a vis table...
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*/
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VisTableClass * Get_Vis_Table(int id,bool allocate = false);
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void Update_Vis_Table(int id,VisTableClass * new_pvs);
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bool Has_Vis_Table(int id);
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/*
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** Pulse this once per frame to purge the LRU cache
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*/
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void Notify_Frame_Ended(void);
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/*
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** Save/Load interface
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*/
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void Save(ChunkSaveClass & csave);
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void Load(ChunkLoadClass & cload);
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protected:
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int VisSectorCount;
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int VisObjectCount;
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void Delete_All_Vis_Tables(void);
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SimpleDynVecClass<CompressedVisTableClass *> VisTables;
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VisDecompressionCacheClass * Cache;
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unsigned int FrameCounter;
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};
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#endif
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