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/*
** 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. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: TunnelTracker.h ///////////////////////////////////////////////////////////
// The part of a Player's brain that holds the communal Passenger list of all tunnels.
// This has a similar interface to a ContainModule, naturally, but players can't have modules.
// Author: Graham Smallwood, March, 2002
#pragma once
#ifndef TUNNEL_TRACKER_H
#define TUNNEL_TRACKER_H
#include "Common/GameType.h"
#include "Common/GameMemory.h"
#include "Common/Snapshot.h"
#include "GameLogic/Module/ContainModule.h"
class TunnelTracker : public MemoryPoolObject,
public Snapshot
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TunnelTracker, "TunnelTracker" );
public:
TunnelTracker();
// contain list access
void iterateContained( ContainIterateFunc func, void *userData, Bool reverse );
UnsignedInt getContainCount() const { return m_containListSize; }
Int getContainMax() const;
const ContainedItemsList* getContainedItemsList() const { return &m_containList; }
Bool isValidContainerFor(const Object* obj, Bool checkCapacity) const;
void addToContainList( Object *obj ); ///< add 'obj' to contain list
void removeFromContain( Object *obj, Bool exposeStealthUnits = FALSE ); ///< remove 'obj' from contain list
Bool isInContainer( Object *obj ); ///< Is this thing inside?
void onTunnelCreated( const Object *newTunnel ); ///< A tunnel was made
void onTunnelDestroyed( const Object *deadTunnel ); ///< A tunnel was destroyed
static void destroyObject( Object *obj, void *userData ); ///< Callback for Iterate Contained system
static void healObject( Object *obj, void *frames ); ///< Callback for Iterate Contained system
void healObjects(Real frames); ///< heal all objects within the tunnel
UnsignedInt friend_getTunnelCount() const {return m_tunnelCount;}///< TunnelContains are allowed to ask if they are the last one ahead of deletion time
const std::list< ObjectID > *getContainerList() const {return &m_tunnelIDs;}
Object *getCurNemesis(void);
void updateNemesis(const Object *target);
protected:
virtual void crc( Xfer *xfer );
virtual void xfer( Xfer *xfer );
virtual void loadPostProcess( void );
private:
std::list< ObjectID > m_tunnelIDs; ///< I have to try to keep track of these because Caves need to iterate on them.
ContainedItemsList m_containList; ///< the contained object pointers list
std::list< ObjectID > m_xferContainList;///< for loading of m_containList during post processing
Int m_containListSize; ///< size of the contain list
UnsignedInt m_tunnelCount; ///< How many tunnels have registered so we know when we should kill our contain list
ObjectID m_curNemesisID; ///< If we have team(s) guarding a tunnel network system, this is one of the current targets.
UnsignedInt m_nemesisTimestamp; ///< We only keep nemesis for a couple of seconds.
};
#endif