This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Commando/teammanager.h

113 lines
4.5 KiB
C
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(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/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/teammanager.h $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 1/03/02 5:49p $*
* *
* $Revision:: 31 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSV_VER)
#pragma once
#endif
#ifndef TEAMMANAGER_H
#define TEAMMANAGER_H
#include "vector3.h"
#include "bittype.h"
#include "slist.h"
#include "team.h"
#include "wwstring.h"
#include "widestring.h"
class Render2DTextClass;
class Font3DInstanceClass;
const int MAX_TEAMS = 2;
//
// cTeamManager
//
// A collection of routines to maintain a list of team objects
//
class cTeamManager {
public:
static void Onetime_Init(void);
static void Onetime_Shutdown(void);
static void Think(void);
static void Render(void);
static void List_Print(WideStringClass & text, Vector3 color);
static void Construct_Heading(WideStringClass & heading);
static void Render_Team_List(void);
static WideStringClass Get_Team_Name(int team_number);
static void Sort_Teams(void);
static int Get_Leaders_Id(void);
static void Reset_Teams(void);
static cTeam * Find_Team(int team_number);
static cTeam* Find_Empty_Team(void);
static SList<cTeam> * Get_Team_Object_List(void) {return &TeamList;}
static void Add(cTeam * p_team);
static void Remove_All(void); // N.B. destructive
static float Get_Team_List_Height(void) {return TeamListHeight;}
static int Count(void) {return TeamList.Get_Count();};
static int Compute_Team_List_Height(void);
static void Log_Team_List(void);
private:
static void Remove(cTeam * p_team); // N.B. destructive
static void Remove(int team_number); // N.B. destructive
static int Get_Non_Empty_Team_Count(void);
static int Sort_Score_Ktd_Kills(cTeam * p_team1, cTeam * p_team2);
static int Team_Compare(const void * elem1, const void * elem2);
static SList<cTeam> TeamList; // list of all team objects
static cTeam * Team_Array[MAX_TEAMS]; // qsort-ed list of non-empty teams
static float TeamListHeight;
static Render2DTextClass * PTextRenderer;
static Font3DInstanceClass * PFont;
static const float Y_INCREMENT_FACTOR;
static int XPos;
static int YPos;
};
#endif // TEAMMANAGER_H