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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/TRACKER.CPP 1 3/03/97 10:26a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : TRACKER.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 06/14/96 *
- * *
- * Last Update : June 14, 1996 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Detach_This_From_All -- Detaches this object from all others. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- /***********************************************************************************************
- * Detach_This_From_All -- Detaches this object from all others. *
- * *
- * This routine sweeps through all game objects and makes sure that it is no longer *
- * referenced by them. Typically, this is called in preparation for the object's death *
- * or limbo state. *
- * *
- * INPUT: target -- This object expressed as a target number. *
- * *
- * all -- Is this object really in truly being removed from the game? The *
- * answer would be false if the target was actually a stealth *
- * tank that is cloaking. In such a case, the object should be removed *
- * from all non-friendly tracking systems, but otherwise left alone. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 05/08/1995 JLB : Created. *
- *=============================================================================================*/
- void Detach_This_From_All(TARGET target, bool all)
- {
- int index;
- if (Target_Legal(target)) {
- for (index = 0; index < Houses.Count(); index++) {
- Houses.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Teams.Count(); index++) {
- Teams.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < TeamTypes.Count(); index++) {
- TeamTypes.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Units.Count(); index++) {
- Units.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Vessels.Count(); index++) {
- Vessels.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Aircraft.Count(); index++) {
- Aircraft.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Buildings.Count(); index++) {
- Buildings.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Bullets.Count(); index++) {
- Bullets.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Infantry.Count(); index++) {
- Infantry.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < Anims.Count(); index++) {
- Anims.Ptr(index)->Detach(target, all);
- }
- Map.Detach(target, all);
- Logic.Detach(target, all);
- ChronalVortex.Detach(target);
- /*
- ** Removing a trigger type must also remove all triggers that are dependant
- ** upon that type.
- */
- if (As_TriggerType(target) != NULL) {
- for (int index = 0; index < Triggers.Count(); index++) {
- TriggerClass * tp = Triggers.Ptr(index);
- if (tp->Class->As_Target() == target) {
- Detach_This_From_All(tp->As_Target());
- delete tp;
- index--;
- }
- }
- }
- for (index = 0; index < Triggers.Count(); index++) {
- Triggers.Ptr(index)->Detach(target, all);
- }
- for (index = 0; index < TriggerTypes.Count(); index++) {
- TriggerTypes.Ptr(index)->Detach(target, all);
- }
- }
- }
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