/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_PRODUCTIONQUEUE #define INCLUDED_PRODUCTIONQUEUE #include "EntityHandles.h" #include "scripting/ScriptableObject.h" #include class CEntity; class CProductionItem : public CJSObject { public: int m_type; CStrW m_name; float m_totalTime; // how long this production takes float m_elapsedTime; // how long we've been working on this production CProductionItem( int type, const CStrW& name, float totalTime ); ~CProductionItem(); void Update( int timestep ); bool IsComplete(); float GetProgress(); jsval JSI_GetProgress( JSContext* cx ); static void ScriptingInit(); }; class CProductionQueue : public CJSObject { CEntity* m_owner; std::vector m_items; public: CProductionQueue( CEntity* owner ); ~CProductionQueue(); void AddItem( int type, const CStrW& name, float totalTime ); void Update( int timestep ); void CancelAll(); jsval JSI_GetLength( JSContext* cx ); jsval_t JSI_Get( JSContext* cx, uintN argc, jsval* argv ); bool JSI_Cancel( JSContext* cx, uintN argc, jsval* argv ); static void ScriptingInit(); }; #endif