/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (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