Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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TeamInQueue Class Reference

#include <AIPlayer.h>

Inherits MemoryPoolObject, and Snapshot.

Public Member Functions

 TeamInQueue ()
 
Bool isAllBuilt (void)
 Returns true if the team is finished building.
 
Bool isBuildTimeExpired (void)
 Returns true if the team has run out of build time.
 
Bool isMinimumBuilt (void)
 Returns true if the team has started building at least the minimum number of units.
 
Bool includesADozer (void)
 Returns true if the team includes a dozer unit.
 
Bool areBuildsComplete (void)
 Returns true if all units in factories have finished building.
 
void disband (void)
 Disbands the team (moves units into the default team).
 
void stopQueueing (void)
 Stops building new units, just finishes current.
 
- Public Member Functions inherited from MemoryPoolObject
void deleteInstance ()
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 

Public Attributes

WorkOrderm_workOrders
 list of work orders
 
Bool m_priorityBuild
 True if the team is specifically requested.
 
Teamm_team
 the team that units built by the m_workOrders go into
 
TeamInQueuem_nextTeamInQueue
 next
 
Int m_frameStarted
 Frame we started building.
 
Bool m_sentToStartLocation
 Has it been sent to it's start location?
 
Bool m_stopQueueing
 True if we are to quit queueing units (usually because we ran out of build time.)
 
Bool m_reinforcement
 True if it is a unit to reinforce an existing team.
 
ObjectID m_reinforcementID
 True if it is a unit to reinforce an existing team.
 

Protected Member Functions

virtual void crc (Xfer *xfer)
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
- Protected Member Functions inherited from MemoryPoolObject
virtual ~MemoryPoolObject ()
 
void * operator new (size_t s)
 
void operator delete (void *p)
 
virtual MemoryPoolgetObjectMemoryPool ()=0
 

Detailed Description

Definition at line 91 of file AIPlayer.h.

Constructor & Destructor Documentation

◆ TeamInQueue()

TeamInQueue::TeamInQueue ( )
inline

Definition at line 111 of file AIPlayer.h.

Member Function Documentation

◆ areBuildsComplete()

Bool TeamInQueue::areBuildsComplete ( void )

Returns true if all units in factories have finished building.

Definition at line 3563 of file AIPlayer.cpp.

◆ crc()

void TeamInQueue::crc ( Xfer * xfer)
protectedvirtual

< the instances of our prototype the instances of our prototype

CRC

Implements Snapshot.

Definition at line 3596 of file AIPlayer.cpp.

◆ disband()

void TeamInQueue::disband ( void )

Disbands the team (moves units into the default team).

Definition at line 3578 of file AIPlayer.cpp.

◆ includesADozer()

Bool TeamInQueue::includesADozer ( void )

Returns true if the team includes a dozer unit.

Definition at line 3547 of file AIPlayer.cpp.

◆ isAllBuilt()

Bool TeamInQueue::isAllBuilt ( void )

Returns true if the team is finished building.

Definition at line 3495 of file AIPlayer.cpp.

◆ isBuildTimeExpired()

Bool TeamInQueue::isBuildTimeExpired ( void )

Returns true if the team has run out of build time.

Definition at line 3512 of file AIPlayer.cpp.

◆ isMinimumBuilt()

Bool TeamInQueue::isMinimumBuilt ( void )

Returns true if the team has started building at least the minimum number of units.

Definition at line 3525 of file AIPlayer.cpp.

◆ loadPostProcess()

void TeamInQueue::loadPostProcess ( void )
protectedvirtual

Load post process

Implements Snapshot.

Definition at line 3693 of file AIPlayer.cpp.

◆ stopQueueing()

void TeamInQueue::stopQueueing ( void )
inline

Stops building new units, just finishes current.

Definition at line 133 of file AIPlayer.h.

◆ xfer()

void TeamInQueue::xfer ( Xfer * xfer)
protectedvirtual

Xfer method Version Info: 1: Initial version

Implements Snapshot.

Definition at line 3606 of file AIPlayer.cpp.

Member Data Documentation

◆ m_frameStarted

Int TeamInQueue::m_frameStarted

Frame we started building.

Definition at line 141 of file AIPlayer.h.

◆ m_nextTeamInQueue

TeamInQueue* TeamInQueue::m_nextTeamInQueue

next

Definition at line 140 of file AIPlayer.h.

◆ m_priorityBuild

Bool TeamInQueue::m_priorityBuild

True if the team is specifically requested.

Definition at line 138 of file AIPlayer.h.

◆ m_reinforcement

Bool TeamInQueue::m_reinforcement

True if it is a unit to reinforce an existing team.

Definition at line 144 of file AIPlayer.h.

◆ m_reinforcementID

ObjectID TeamInQueue::m_reinforcementID

True if it is a unit to reinforce an existing team.

Definition at line 145 of file AIPlayer.h.

◆ m_sentToStartLocation

Bool TeamInQueue::m_sentToStartLocation

Has it been sent to it's start location?

Definition at line 142 of file AIPlayer.h.

◆ m_stopQueueing

Bool TeamInQueue::m_stopQueueing

True if we are to quit queueing units (usually because we ran out of build time.)

Definition at line 143 of file AIPlayer.h.

◆ m_team

Team* TeamInQueue::m_team

the team that units built by the m_workOrders go into

Definition at line 139 of file AIPlayer.h.

◆ m_workOrders

WorkOrder* TeamInQueue::m_workOrders

list of work orders

Definition at line 137 of file AIPlayer.h.


The documentation for this class was generated from the following files: