/* ** Command & Conquer Generals Zero Hour(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: Squad.cpp /*---------------------------------------------------------------------------*/ /* EA Pacific */ /* Confidential Information */ /* Copyright (C) 2001 - All Rights Reserved */ /* DO NOT DISTRIBUTE */ /*---------------------------------------------------------------------------*/ /* Project: RTS3 */ /* File name: Squad.cpp */ /* Created: John K. McDonald, Jr., 4/19/2002 */ /* Desc: // @todo */ /* Revision History: */ /* 4/19/2002 : Initial creation */ /*---------------------------------------------------------------------------*/ #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameLogic/Squad.h" #include "Common/GameState.h" #include "Common/Team.h" #include "Common/Xfer.h" #include "GameLogic/AI.h" #include "GameLogic/GameLogic.h" #include "GameLogic/Object.h" #ifdef _INTERNAL // for occasional debugging... //#pragma optimize("", off) //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes") #endif // addObject ////////////////////////////////////////////////////////////////////////////////////// void Squad::addObject(Object *objectToAdd) { if (objectToAdd) { m_objectIDs.push_back(objectToAdd->getID()); } } // addObjectID //////////////////////////////////////////////////////////////////////////////////// void Squad::addObjectID(ObjectID objectID) { m_objectIDs.push_back(objectID); } // removeObject /////////////////////////////////////////////////////////////////////////////////// void Squad::removeObject(Object *objectToRemove) { if (objectToRemove) { ObjectID objID; objID = objectToRemove->getID(); VecObjectIDIt it = std::find(m_objectIDs.begin(), m_objectIDs.end(), objID); if (it != m_objectIDs.end()) { m_objectIDs.erase(it); } } } // clearSquad ///////////////////////////////////////////////////////////////////////////////////// void Squad::clearSquad() { m_objectIDs.clear(); m_objectsCached.clear(); } // getAllObjects ////////////////////////////////////////////////////////////////////////////////// const VecObjectPtr& Squad::getAllObjects(void) // Not a const function cause we clear away dead object here too { // prunes all NULL objects m_objectsCached.clear(); for (VecObjectIDIt it = m_objectIDs.begin(); it != m_objectIDs.end(); ) { Object *obj = TheGameLogic->findObjectByID(*it); if (obj) { m_objectsCached.push_back(obj); ++it; } else { it = m_objectIDs.erase(it); } } return m_objectsCached; } // getLiveObjects ///////////////////////////////////////////////////////////////////////////////// const VecObjectPtr& Squad::getLiveObjects(void) { // first get all the objects. // cheat, since we are a member function, and just use m_objectsCached getAllObjects(); for (VecObjectPtrIt it = m_objectsCached.begin(); it != m_objectsCached.end(); ) { if (!(*it)->isSelectable()) { it = m_objectsCached.erase(it); } else { ++it; } } return m_objectsCached; } // getSizeOfGroup ///////////////////////////////////////////////////////////////////////////////// Int Squad::getSizeOfGroup(void) const { return m_objectIDs.size(); } // isOnSquad ////////////////////////////////////////////////////////////////////////////////////// Bool Squad::isOnSquad(const Object *objToTest) const { // @todo need a faster way to do this. Perhaps a more efficient data structure? ObjectID objID = objToTest->getID(); for (VecObjectID::const_iterator cit = m_objectIDs.begin(); cit != m_objectIDs.end(); ++cit) { if (objID == (*cit)) { return true; } } return false; } /** * There should never be a TeamFromSqaud as Teams are entirely a construct to work with the AI. * Since things can only be on one Team at a time, creating a Team from an arbitrary Squad will * cause weird, difficult to reproduce bugs. Please don't do it. */ // squadFromTeam ////////////////////////////////////////////////////////////////////////////////// void Squad::squadFromTeam(const Team* fromTeam, Bool clearSquadFirst) { if (!fromTeam) { return; } if (clearSquadFirst) { m_objectIDs.clear(); } for (DLINK_ITERATOR iter = fromTeam->iterate_TeamMemberList(); !iter.done(); iter.advance()) { Object *obj = iter.cur(); m_objectIDs.push_back(obj->getID()); } } // squadFromAIGroup /////////////////////////////////////////////////////////////////////////////// void Squad::squadFromAIGroup(const AIGroup* fromAIGroup, Bool clearSquadFirst) { if (!fromAIGroup) { return; } if (clearSquadFirst) { m_objectIDs.clear(); } m_objectIDs = fromAIGroup->getAllIDs(); } // aiGroupFromSquad /////////////////////////////////////////////////////////////////////////////// void Squad::aiGroupFromSquad(AIGroup* aiGroupToFill) { if (!aiGroupToFill) { return; } // cheat, since we are a member function, and just use m_objectsCached getLiveObjects(); for (VecObjectPtr::iterator it = m_objectsCached.begin(); it != m_objectsCached.end(); ++it) { aiGroupToFill->add((*it)); } } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void Squad::crc( Xfer *xfer ) { } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void Squad::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // length of object ID list UnsignedShort objectCount = m_objectIDs.size(); xfer->xferUnsignedShort( &objectCount ); // object id elements ObjectID objectID; if( xfer->getXferMode() == XFER_SAVE ) { // save each object id VecObjectIDIt it; for( it = m_objectIDs.begin(); it != m_objectIDs.end(); ++it ) { // save object ID objectID = *it; xfer->xferObjectID( &objectID ); } // end for, it } // end if, save else { // the cached objects list should be empty if( m_objectsCached.size() != 0 ) { DEBUG_CRASH(( "Squad::xfer - m_objectsCached should be emtpy, but is not\n" )); throw SC_INVALID_DATA; } // end of // read all items for( UnsignedShort i = 0; i < objectCount; ++i ) { // read id xfer->xferObjectID( &objectID ); // put on list m_objectIDs.push_back( objectID ); } // end for, i } // end else, load } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void Squad::loadPostProcess( void ) { } // end loadPostProcess