CnC_Remastered_Collection/REDALERT/TRACKER.CPP

132 lines
6.4 KiB
C++

//
// 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);
}
}
}