1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _FEATURE_HANDLER_H
#define _FEATURE_HANDLER_H
#include <string>
#include <list>
#include <vector>
#include <boost/noncopyable.hpp>
#include "System/creg/creg_cond.h"
#include "FeatureDef.h"
#include "FeatureSet.h"
#include "Sim/Misc/SimObjectIDPool.h"
struct UnitDef;
class LuaTable;
struct FeatureLoadParams {
const FeatureDef* featureDef;
const UnitDef* unitDef;
float3 pos;
float3 speed;
int featureID;
int teamID;
int allyTeamID;
short int heading;
short int facing;
int smokeTime;
};
class LuaParser;
class CFeatureHandler : public boost::noncopyable
{
CR_DECLARE_STRUCT(CFeatureHandler)
public:
CFeatureHandler(LuaParser* defsParser);
~CFeatureHandler();
CFeature* LoadFeature(const FeatureLoadParams& params);
CFeature* CreateWreckage(const FeatureLoadParams& params, const int numWreckLevels, bool emitSmoke);
void Update();
bool AddFeature(CFeature* feature);
void DeleteFeature(CFeature* feature);
CFeature* GetFeature(int id);
void LoadFeaturesFromMap(bool onlyCreateDefs);
const FeatureDef* GetFeatureDef(std::string name, const bool showError = true);
const FeatureDef* GetFeatureDefByID(int id);
void SetFeatureUpdateable(CFeature* feature, bool updateable);
void TerrainChanged(int x1, int y1, int x2, int y2);
const std::map<std::string, const FeatureDef*>& GetFeatureDefs() const { return featureDefs; }
const CFeatureSet& GetActiveFeatures() const { return activeFeatures; }
private:
bool CanAddFeature(int id) const {
// do we want to be assigned a random ID? (in case
// idPool is empty, AddFeature will always allocate
// more)
if (id < 0)
return true;
// is this ID not already in use?
if (id < features.size())
return (features[id] == NULL);
// AddFeature will make new room for us
return true;
}
bool NeedAllocateNewFeatureIDs(const CFeature* feature) const;
void AllocateNewFeatureIDs(const CFeature* feature);
void InsertActiveFeature(CFeature* feature);
FeatureDef* CreateDefaultTreeFeatureDef(const std::string& name) const;
FeatureDef* CreateDefaultGeoFeatureDef(const std::string& name) const;
FeatureDef* CreateFeatureDef(const LuaTable& luaTable, const std::string& name) const;
void AddFeatureDef(const std::string& name, FeatureDef* feature);
private:
SimObjectIDPool idPool;
std::map<std::string, const FeatureDef*> featureDefs;
std::vector<const FeatureDef*> featureDefsVector;
std::list<int> toBeFreedFeatureIDs;
CFeatureSet activeFeatures;
std::vector<CFeature*> features;
std::list<int> toBeRemoved;
CFeatureSet updateFeatures;
};
extern CFeatureHandler* featureHandler;
#endif // _FEATURE_HANDLER_H
|