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forked from 0ad/0ad
0ad/source/simulation/FormationManager.h
pyrolink 3408b078b7 #Unit formations and rank textures
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original).  Also, base switching is
untested so no garuntees for next and prior formation things.

This was SVN commit r3710.
2006-03-31 03:30:34 +00:00

43 lines
1.2 KiB
C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//This keeps track of all the formations exisisting in the game.
#include "ps/Singleton.h"
#include "BaseFormationCollection.h"
#include "scripting/DOMEvent.h"
#define g_FormationManager CFormationManager::GetSingleton()
class CEntity;
class CStr;
class CBaseFormation;
class CVector2D;
class CEntityFormation;
struct CEntityList;
class CFormationManager : public Singleton<CFormationManager>
{
#define FormIterator std::vector<CEntityFormation*>::iterator
public:
CFormationManager() {}
~CFormationManager();
void CreateFormation( CStrW& name, CEntityList& entities );
//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 );
CEntityFormation* GetFormation(int form);
void UpdateIndexes( size_t update );
private:
std::vector<CEntityFormation*> m_formations;
};