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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. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // Smudge.cpp ////////////////////////////////////////////////////////////////////////////////
- // Smudge System implementation
- // Author: Mark Wilczynski, June 2003
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the Game
- #include "GameClient/Smudge.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- DLListClass<Smudge> SmudgeSet::m_freeSmudgeList; ///<list of unused smudges for use by SmudgeSets.
- SmudgeManager::SmudgeManager(void)
- {
- m_smudgeCountLastFrame=0;
- m_hardwareSupportStatus = SMUDGE_SUPPORT_UNKNOWN;
- }
- SmudgeManager::~SmudgeManager()
- {
- reset(); //release all smudge sets and smudges to free pool.
- SmudgeSet* head;
- //free memory used by smudge sets
- while ((head = m_freeSmudgeSetList.Head ()) != NULL) {
- m_freeSmudgeSetList.Remove_Head ();
- delete head;
- }
- Smudge* head2;
- //free memory used by smudges
- while ((head2 = SmudgeSet::m_freeSmudgeList.Head ()) != NULL) {
- m_freeSmudgeSetList.Remove_Head ();
- delete head2;
- }
- }
- void SmudgeManager::init(void)
- {
- }
- void SmudgeManager::reset(void)
- {
- SmudgeSet* head;
- //Return all smudgeSets back to free pool.
- while ((head = m_usedSmudgeSetList.Head ()) != NULL) {
- m_usedSmudgeSetList.Remove_Head ();
- head->reset(); //free all smudges.
- m_freeSmudgeSetList.Add_Tail(head);
- }
- }
- SmudgeSet *SmudgeManager::addSmudgeSet(void)
- {
- SmudgeSet* set=m_freeSmudgeSetList.Head();
- if (set) {
- set->Remove(); //remove from free list
- m_usedSmudgeSetList.Add_Tail(set); //add to used list.
- return set;
- }
- set=W3DNEW SmudgeSet();
- m_usedSmudgeSetList.Add_Tail(set); //add to used list.
- return set;
- }
- void SmudgeManager::removeSmudgeSet(SmudgeSet &mySmudge)
- {
- mySmudge.Remove(); //remove from used list
- m_freeSmudgeSetList.Add_Head(&mySmudge); //add to free list.
- }
- SmudgeSet::SmudgeSet(void)
- {
- m_usedSmudgeCount=0;
- }
- SmudgeSet::~SmudgeSet()
- {
- reset();
- }
- void SmudgeSet::reset(void)
- {
- Smudge* head;
- while ((head = m_usedSmudgeList.Head ()) != NULL) {
- m_usedSmudgeList.Remove_Head ();
- m_freeSmudgeList.Add_Head(head); //add to free list
- }
- }
- Smudge *SmudgeSet::addSmudgeToSet(void)
- {
- Smudge* smudge=m_freeSmudgeList.Head();
- if (smudge) {
- smudge->Remove(); //remove from free list
- m_usedSmudgeList.Add_Tail(smudge); //add to used list.
- m_usedSmudgeCount++;
- return smudge;
- }
- smudge=W3DNEW Smudge();
- m_usedSmudgeList.Add_Tail(smudge); //add to used list.
- m_usedSmudgeCount++;
- return smudge;
- }
- void SmudgeSet::removeSmudgeFromSet(Smudge &mySmudge)
- {
- mySmudge.Remove(); //remove from used list.
- m_freeSmudgeList.Add_Head(&mySmudge); //add to free list
- m_usedSmudgeCount--;
- }
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