Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameLogic/Squad.h
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GeneralsMD/Code/GameEngine/Include/GameLogic/Squad.h
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/*
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** Command & Conquer Generals Zero Hour(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: Sqaud.h
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/*---------------------------------------------------------------------------*/
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/* EA Pacific */
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/* Confidential Information */
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/* Copyright (C) 2001 - All Rights Reserved */
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/* DO NOT DISTRIBUTE */
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/*---------------------------------------------------------------------------*/
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/* Project: RTS3 */
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/* File name: Sqaud.h */
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/* Created: John K. McDonald, Jr., 4/19/2002 */
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/* Desc: // @todo */
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/* Revision History: */
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/* 4/19/2002 : Initial creation */
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/*---------------------------------------------------------------------------*/
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#pragma once
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#ifndef _H_SQAUD_
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#define _H_SQAUD_
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// INCLUDES ///////////////////////////////////////////////////////////////////
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#include "Common/Snapshot.h"
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#include "Common/GameMemory.h"
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// DEFINES ////////////////////////////////////////////////////////////////////
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// FORWARD DECLARATIONS ///////////////////////////////////////////////////////
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class AIGroup;
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class Object;
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class Team;
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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typedef std::vector<ObjectID> VecObjectID;
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typedef VecObjectID::iterator VecObjectIDIt;
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typedef std::vector<Object*> VecObjectPtr;
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typedef VecObjectPtr::iterator VecObjectPtrIt;
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class Squad : public MemoryPoolObject, public Snapshot
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(Squad, "Squad")
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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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VecObjectID m_objectIDs;
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// this one is the last requested object stuff. Its used so that we can return a
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// const& rather than making a copy and placing it on the stack.
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VecObjectPtr m_objectsCached;
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public:
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void addObject(Object *objectToAdd); // add an object
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void addObjectID(ObjectID objectID); // add an object ID
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void removeObject(Object *objectToRemove); // remove an object
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void clearSquad(); // remove all objects from this squad.
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const VecObjectPtr& getAllObjects(void); // get all objects on the list that haven't been deleted
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const VecObjectPtr& getLiveObjects(void); // get all objects that pass "isEffectivelyDead" test
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Int getSizeOfGroup(void) const; // get the current number of objects, including dead objects
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Bool isOnSquad(const Object *objToTest) const; // returns true if the object is on this squad, otherwise false
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// convenience function to fill this squad with members of a team
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// There SHOULD NOT be a TeamFromSquad Function. See comments in Squad.cpp for details
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void squadFromTeam(const Team* fromTeam, Bool clearSquadFirst);
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// convenience function to create a squad from an AIGroup, and an AIGroup from a team.
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// When creating the AIGroup from the Squad, the old AIGroup affiliations are broken.
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void squadFromAIGroup(const AIGroup* fromAIGroup, Bool clearSquadFirst);
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void aiGroupFromSquad(AIGroup* aiGroupToFill);
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};
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EMPTY_DTOR(Squad)
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#endif /* _H_SQAUD_ */
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