92 lines
3.8 KiB
C
92 lines
3.8 KiB
C
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/*
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** Command & Conquer Generals(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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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: TunnelTracker.h ///////////////////////////////////////////////////////////
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// The part of a Player's brain that holds the communal Passenger list of all tunnels.
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// This has a similar interface to a ContainModule, naturally, but players can't have modules.
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// Author: Graham Smallwood, March, 2002
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#pragma once
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#ifndef TUNNEL_TRACKER_H
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#define TUNNEL_TRACKER_H
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#include "Common/GameType.h"
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#include "Common/GameMemory.h"
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#include "Common/Snapshot.h"
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#include "GameLogic/Module/ContainModule.h"
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class TunnelTracker : public MemoryPoolObject,
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public Snapshot
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( TunnelTracker, "TunnelTracker" );
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public:
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TunnelTracker();
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// contain list access
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void iterateContained( ContainIterateFunc func, void *userData, Bool reverse );
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UnsignedInt getContainCount() const { return m_containListSize; }
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Int getContainMax() const;
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const ContainedItemsList* getContainedItemsList() const { return &m_containList; }
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Bool isValidContainerFor(const Object* obj, Bool checkCapacity) const;
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void addToContainList( Object *obj ); ///< add 'obj' to contain list
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void removeFromContain( Object *obj, Bool exposeStealthUnits = FALSE ); ///< remove 'obj' from contain list
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Bool isInContainer( Object *obj ); ///< Is this thing inside?
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void onTunnelCreated( const Object *newTunnel ); ///< A tunnel was made
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void onTunnelDestroyed( const Object *deadTunnel ); ///< A tunnel was destroyed
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static void destroyObject( Object *obj, void *userData ); ///< Callback for Iterate Contained system
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static void healObject( Object *obj, void *frames ); ///< Callback for Iterate Contained system
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void healObjects(Real frames); ///< heal all objects within the tunnel
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UnsignedInt friend_getTunnelCount() const {return m_tunnelCount;}///< TunnelContains are allowed to ask if they are the last one ahead of deletion time
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const std::list< ObjectID > *getContainerList() const {return &m_tunnelIDs;}
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Object *getCurNemesis(void);
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void updateNemesis(const Object *target);
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protected:
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virtual void crc( Xfer *xfer );
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess( void );
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private:
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std::list< ObjectID > m_tunnelIDs; ///< I have to try to keep track of these because Caves need to iterate on them.
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ContainedItemsList m_containList; ///< the contained object pointers list
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std::list< ObjectID > m_xferContainList;///< for loading of m_containList during post processing
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Int m_containListSize; ///< size of the contain list
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UnsignedInt m_tunnelCount; ///< How many tunnels have registered so we know when we should kill our contain list
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ObjectID m_curNemesisID; ///< If we have team(s) guarding a tunnel network system, this is one of the current targets.
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UnsignedInt m_nemesisTimestamp; ///< We only keep nemesis for a couple of seconds.
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};
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#endif
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