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CnC_Renegade/Code/wwphys/PathfindSector.h

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 : LevelEdit *
* *
* $Archive:: /Commando/Code/wwphys/PathfindSector.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 1/04/01 2:48p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __PATHFIND_SECTOR_H
#define __PATHFIND_SECTOR_H
#include "refcount.h"
#include "vector.h"
#include "aabox.h"
#include "cullsys.h"
//////////////////////////////////////////////////////////////////////////
// Forward declarations
//////////////////////////////////////////////////////////////////////////
class PhysClass;
class ChunkSaveClass;
class ChunkLoadClass;
class PathfindPortalClass;
class PathfindWaypathSectorClass;
//////////////////////////////////////////////////////////////////////////
//
// PathfindSectorClass
//
//////////////////////////////////////////////////////////////////////////
class PathfindSectorClass : public CullableClass
{
public:
////////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////////
PathfindSectorClass (void)
: m_IsValid (true) {}
PathfindSectorClass (const AABoxClass &box)
: m_IsValid (true) {}
virtual ~PathfindSectorClass (void);
////////////////////////////////////////////////////////////////////
// RTTI
////////////////////////////////////////////////////////////////////
virtual PathfindWaypathSectorClass * As_PathfindWaypathSectorClass (void) { return NULL; }
virtual const PathfindWaypathSectorClass * As_PathfindWaypathSectorClass (void) const { return NULL; }
////////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////////
//
// Bounding box access
//
const AABoxClass & Get_Bounding_Box (void) const;
void Set_Bounding_Box (const AABoxClass &box);
//
// Portal managment
//
void Add_Portal (uint32 portal_id);
void Remove_Portal (uint32 portal_id);
void Reset_Portal_List (void);
//
// Portal access
//
int Get_Portal_Count (void);
PathfindPortalClass *Peek_Portal (int index);
//
// Validity managment
//
bool Is_Valid (void) { return m_IsValid; }
void Set_Valid (bool is_valid) { m_IsValid = is_valid; }
//
// Portal testing methods
//
virtual bool Can_Access_Portal (PathfindPortalClass *last_portal, PathfindPortalClass *test_portal);
//
// Serialization methods
//
virtual bool Save (ChunkSaveClass &csave);
virtual bool Load (ChunkLoadClass &cload);
protected:
////////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////////
DynamicVectorClass<uint32> m_PortalList;
bool m_IsValid;
private:
//////////////////////////////////////////////////////////////////////
// Private methods
//////////////////////////////////////////////////////////////////////
bool Load_Variables (ChunkLoadClass &cload);
};
//////////////////////////////////////////////////////////////////////////
// Inlines
//////////////////////////////////////////////////////////////////////////
inline const AABoxClass &
PathfindSectorClass::Get_Bounding_Box (void) const
{
return Get_Cull_Box ();
}
inline void
PathfindSectorClass::Set_Bounding_Box (const AABoxClass &box)
{
Set_Cull_Box (box);
return ;
}
inline void
PathfindSectorClass::Add_Portal (uint32 portal_id)
{
m_PortalList.Add (portal_id);
return ;
}
inline int
PathfindSectorClass::Get_Portal_Count (void)
{
return m_PortalList.Count ();
}
inline bool
PathfindSectorClass::Can_Access_Portal
(
PathfindPortalClass *last_portal,
PathfindPortalClass *test_portal
)
{
return (test_portal != last_portal);
}
//////////////////////////////////////////////////////////////////////////
//
// PathfindWaypathSectorClass
//
// This class is used to represent a logical sector that is solely
// comprised of enter and exit portals. These portals are sorted by
// occurance on the waypath.
//
//////////////////////////////////////////////////////////////////////////
class PathfindWaypathSectorClass : public PathfindSectorClass
{
public:
////////////////////////////////////////////////////////////////////
// Public constructors/destructors
////////////////////////////////////////////////////////////////////
PathfindWaypathSectorClass (void)
: WaypathID (-1) {}
~PathfindWaypathSectorClass (void) {}
////////////////////////////////////////////////////////////////////
// RTTI
////////////////////////////////////////////////////////////////////
PathfindWaypathSectorClass * As_PathfindWaypathSectorClass (void) { return this; }
const PathfindWaypathSectorClass * As_PathfindWaypathSectorClass (void) const { return this; }
////////////////////////////////////////////////////////////////////
// Public methods
////////////////////////////////////////////////////////////////////
//
// Waypath access
//
void Set_Waypath_ID (int waypath_id) { WaypathID = waypath_id; }
int Get_Waypath_ID (void) { return WaypathID; }
//
// From PathfindSectorClass
//
bool Can_Access_Portal (PathfindPortalClass *last_portal, PathfindPortalClass *test_portal);
bool Save (ChunkSaveClass &csave);
bool Load (ChunkLoadClass &cload);
protected:
////////////////////////////////////////////////////////////////////
// Protected methods
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Protected member data
////////////////////////////////////////////////////////////////////
int WaypathID;
private:
//////////////////////////////////////////////////////////////////////
// Private methods
//////////////////////////////////////////////////////////////////////
bool Load_Variables (ChunkLoadClass &cload);
};
#endif //__PATHFIND_SECTOR_H