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0ad/source/simulation/BaseEntityCollection.h

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// BaseEntityCollection.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Keeps tabs on the various types of entity that roam the world.
//
// General note: Template, Base Entity, and Entity Class are used more-or-less interchangably.
//
// Usage: g_EntityTemplateCollection.loadTemplates(): initializes the lists from entities/templates
// After that, you can:
// Find an entity class by the actor it uses: g_EntityTemplateCollection.getTemplateByActor()
// Note that this is included solely for loading ScnEd 4,5 and 6 format map files. Don't rely on this
// working all the time.
// Find an entity class by its name: g_EntityTemplateCollection.getTemplate()
// g_EntityManager will also use this class to lookup entity templates when you instantiate an entity with
// a class name string.
#ifndef BASEENT_COLLECTION_INCLUDED
#define BASEENT_COLLECTION_INCLUDED
#include <vector>
#include "CStr.h"
#include "Singleton.h"
#include "ObjectEntry.h"
#include "BaseEntity.h"
#define g_EntityTemplateCollection CBaseEntityCollection::GetSingleton()
class CBaseEntityCollection : public Singleton<CBaseEntityCollection>
{
std::vector<CBaseEntity*> m_templates;
public:
~CBaseEntityCollection();
CBaseEntity* getTemplate( CStrW entityType );
void loadTemplates();
void LoadFile( const char* path );
CBaseEntity* getTemplateByActor( CStrW actorName );
// Create a list of the names of all templates, for display in ScEd's
// entity-selection box. (This isn't really very good, since it includes
// 'abstract' entity classes that should never be created, and it doesn't
// split them into useful categories or give them readable names.)
void getTemplateNames( std::vector<CStrW>& names );
#ifdef SCED // a slightly unpleasant hack, since ScEd can only remember numbers:
CBaseEntity* getTemplateByID( int n );
#endif
};
#endif