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