//This keeps track of all the formations exisisting in the game. #ifndef INCLUDED_FORMATIONMANAGER #define INCLUDED_FORMATIONMANAGER #include "ps/Singleton.h" #include "scripting/DOMEvent.h" #define g_FormationManager CFormationManager::GetSingleton() class CEntity; class CStr; class CFormation; class CVector2D; class CEntityFormation; struct CEntityList; class CFormationManager : public Singleton { #define FormIterator std::vector::iterator public: CFormationManager() {} ~CFormationManager(); void CreateFormation( CEntityList& entities, CStrW& name ); //entity is any unit in the formation void DestroyFormation( size_t form ); inline bool IsValidFormation( int index ) { return ((size_t)index < m_formations.size() && index >= 0); } bool AddUnit( CEntity* entity, int& form ); CEntityList AddUnitList( CEntityList& entities, int form ); //Returns false if the formation is destroyed bool RemoveUnit( CEntity* entity ); bool RemoveUnitList( CEntityList& entities ); CEntityFormation* GetFormation(int form); void UpdateIndexes( size_t update ); private: std::vector m_formations; }; #endif // INCLUDED_FORMATIONMANAGER