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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ResourceGatheringManager.h ///////////////////////////////////////////////////////////
- // The part of a Player's brain that keeps track of all Resource type Objects and makes
- // gathering type decisions based on them.
- // Author: Graham Smallwood, January, 2002
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef RESOURCE_GATHER_MANAGER_H
- #define RESOURCE_GATHER_MANAGER_H
- #include "Common/GameType.h"
- #include "Common/Snapshot.h"
- class Object;
- // ------------------------------------------------------------------------------------------------
- class ResourceGatheringManager : public MemoryPoolObject,
- public Snapshot
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( ResourceGatheringManager, "ResourceGatheringManager" );
- public:
- ResourceGatheringManager();
- Object *findBestSupplyWarehouse( Object *queryObject ); ///< What Warehouse should this truck go to?
- Object *findBestSupplyCenter( Object *queryObject ); ///< What Center should this truck return to?
- void addSupplyCenter( Object *newCenter ); ///< I captured or built a Supply Center, so record it
- void removeSupplyCenter( Object *oldCenter ); ///< Lost a supply center
- void addSupplyWarehouse( Object *newWarehouse ); ///< Warehouse created, or this is starrt of game recording
- void removeSupplyWarehouse( Object *oldWarehouse ); ///< Warehouse that doesn't replinish has run out of Supply
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- private:
- /// @todo Make sure the allocator for std::list<> is a good one. Otherwise override it.
- typedef std::list<ObjectID> objectIDList;
- typedef std::list<ObjectID>::iterator objectIDListIterator;
- objectIDList m_supplyWarehouses;
- objectIDList m_supplyCenters;
- };
- #endif
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