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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: PlayerList.h ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: PlayerList.h
- //
- // Created: Steven Johnson, October 2001
- //
- // Desc: @todo
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef _PLAYERLIST_H_
- #define _PLAYERLIST_H_
- #include "Common/SubsystemInterface.h"
- #include "Common/GameCommon.h"
- #include "Common/NameKeyGenerator.h"
- #include "Common/Snapshot.h"
- class DataChunkInput;
- struct DataChunkInfo;
- class DataChunkOutput;
- class Player;
- class Team;
- class TeamFactory;
- //-------------------------------------------------------------------------------------------------
- enum AllowPlayerRelationship
- {
- ALLOW_SAME_PLAYER = 0x01, ///< allow only objects of the same player as m_obj
- ALLOW_ALLIES = 0x02, ///< allow objects that m_obj considers allies
- ALLOW_ENEMIES = 0x04, ///< allow objects that m_obj considers enemy
- ALLOW_NEUTRAL = 0x08 ///< allow objects that m_obj considers neutral
- };
- //-------------------------------------------------------------------------------------------------
- /**
- This is a singleton class that maintains the list of Players.
- */
- class PlayerList : public SubsystemInterface,
- public Snapshot
- {
- public:
- PlayerList();
- ~PlayerList();
- // subsystem methods
- virtual void init( void );
- virtual void reset( void );
- virtual void update( void );
- virtual void newGame( void ); // called during GameLogic::startNewGame()
- virtual void newMap( void ); // Called after a new map is loaded.
- void teamAboutToBeDeleted(Team* team);
- /**
- return the total number of players (including the neutral player).
- */
- inline Int getPlayerCount() { return m_playerCount; }
- /**
- return the nth player. Note that players are in an arbitrary order.
- you should generally only use this if you want to iterate thru
- all players, NOT to get a specific player!
- */
- Player *getNthPlayer(Int i);
- /**
- return the "neutral" Player. there is always a player that is "neutral" wrt
- all other players (this is so that everything can be associated with a nonnull
- Player, to simplify the universe). This will never return null.
- */
- Player *getNeutralPlayer() { DEBUG_ASSERTCRASH(m_players[0] != NULL, ("null neutral")); return m_players[0]; }
- /**
- return the Player with the given internal name, or null if none found.
- */
- Player *findPlayerWithNameKey(NameKeyType key);
- /**
- Return the "local" player (ie, the human playing the game).
- This will never return null.
- */
- inline Player *getLocalPlayer() { DEBUG_ASSERTCRASH(m_local != NULL, ("null m_local")); return m_local; }
- /**
- Set the local player. You cannot set it to null; if you pass null, you'll
- end up setting the local player to be the neutral player.
- */
- void setLocalPlayer(Player *player);
- /**
- Return the player matching the player mask
- */
- Player *getPlayerFromMask( PlayerMaskType mask );
-
- /**
- Get each player in numerical order that this mask represents.
- Note that maskToAdjust will be adjusted by removing the associated player's mask from it.
- */
- Player *getEachPlayerFromMask( PlayerMaskType& maskToAdjust );
- Team *validateTeam( AsciiString owner );
- /**
- a convenience routine to quickly clear the entered/exited flags on all teams.
- */
- void updateTeamStates(void);
- /**
- a convenience routine to return the players who srcPlayer considers to have one of the
- relationships specified in allowedRelationships. Note that allowedRelationships should be
- a bitwise OR of AllowPlayerRelationship flags.
- */
- PlayerMaskType getPlayersWithRelationship( Int srcPlayerIndex, UnsignedInt allowedRelationships );
- protected:
- // snapshot methods
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess( void );
- private:
- Player *m_local;
- Int m_playerCount;
- Player *m_players[MAX_PLAYER_COUNT];
- };
- // ----------------------------------------------------------------------------------------------
- extern PlayerList *ThePlayerList; ///< singleton instance of PlayerList
- #endif // _PLAYERLIST_H_
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