Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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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: ResourceGatheringManager.h ///////////////////////////////////////////////////////////
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// The part of a Player's brain that keeps track of all Resource type Objects and makes
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// gathering type decisions based on them.
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// Author: Graham Smallwood, January, 2002
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef RESOURCE_GATHER_MANAGER_H
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#define RESOURCE_GATHER_MANAGER_H
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#include "Common/GameType.h"
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#include "Common/Snapshot.h"
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class Object;
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// ------------------------------------------------------------------------------------------------
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class ResourceGatheringManager : public MemoryPoolObject,
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public Snapshot
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ResourceGatheringManager, "ResourceGatheringManager" );
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public:
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ResourceGatheringManager();
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Object *findBestSupplyWarehouse( Object *queryObject ); ///< What Warehouse should this truck go to?
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Object *findBestSupplyCenter( Object *queryObject ); ///< What Center should this truck return to?
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void addSupplyCenter( Object *newCenter ); ///< I captured or built a Supply Center, so record it
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void removeSupplyCenter( Object *oldCenter ); ///< Lost a supply center
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void addSupplyWarehouse( Object *newWarehouse ); ///< Warehouse created, or this is starrt of game recording
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void removeSupplyWarehouse( Object *oldWarehouse ); ///< Warehouse that doesn't replinish has run out of Supply
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protected:
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// snapshot methods
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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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/// @todo Make sure the allocator for std::list<> is a good one. Otherwise override it.
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typedef std::list<ObjectID> objectIDList;
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typedef std::list<ObjectID>::iterator objectIDListIterator;
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objectIDList m_supplyWarehouses;
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objectIDList m_supplyCenters;
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};
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#endif
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