f2e867e239
-Changes to notifications. They take different parameters now-see template_entity_script.js. You can choose to destroy the notifiers yourself in the script (useful for idle) -Added "idle" event with registerIdle and registerDamage to assist with the angle penalty. -Bar border stuff -Angle penalty is set up but untested-it just needs to use this.getAttackDirections() to find the number of directions the entity is being attacked from. The penalty is specified in template_unit There is a problem when the game exits-it attempts to destroy the notifiers in entity.cpp's constructor, where it calls DestroyAllNotifiers(). The problem is that the notifiers don't exist any longer because they've been destroyed. I would fix it but I'm leaving for vacation (Jason told me it was OK to comitt). Hope it isn't too much of a problem. This was SVN commit r3732.
73 lines
2.4 KiB
C++
73 lines
2.4 KiB
C++
//Andrew aka pyrolink
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//ajdecker1022@msn.com
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//Instances of this class contain the actual information about in-game formations.
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//It is based off of BaseFormation.cpp and uses it as a reference as to what can and cannot
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//be done in this formation. This is represented as m_base.
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#ifndef ENTITYFORMATION_INCLUDED
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#define ENTITYFORMATION_INCLUDED
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#include "BaseFormation.h"
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#include "EntitySupport.h"
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#include "Vector2D.h"
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class CVector2D;
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class CEntity;
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struct SClassSet;
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class CEntityFormation
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{
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friend class CFormationManager;
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public:
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CEntityFormation( CBaseFormation*& base, size_t index );
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~CEntityFormation();
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int GetEntityCount() { return m_numEntities; }
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float GetSpeed() { return m_speed; }
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int GetSlotCount() { return m_base->m_numSlots; }
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CEntityList GetEntityList();
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CVector2D GetSlotPosition( int order );
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CVector2D GetPosition() { return m_position; }
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CBaseFormation* GetBase() { return m_base; }
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void BaseToMovement();
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void SelectAllUnits();
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inline void SetDuplication( bool duplicate ) { m_duplication=duplicate; }
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inline bool IsDuplication() { return m_duplication; }
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inline void SetLock( bool lock ){ m_locked=lock; }
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inline bool IsLocked() { return m_locked; }
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inline bool IsValidOrder(int order) { return ( order >= 0 && order < m_base->m_numSlots ); }
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private:
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int m_numEntities;
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int m_index;
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float m_speed; //speed of slowest unit
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float m_orientation; //Our orientation angle. Used for rotation.
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CVector2D m_position;
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bool m_locked;
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//Prevents other selected units from reordering the formation after one has already done it.
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bool m_duplication;
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CBaseFormation* m_base;
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CBaseFormation* m_self; //Keeps track of base (referred to during movement switching)
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std::vector<CEntity*> m_entities; //number of units currently in this formation
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std::vector<bool> m_angleDivs; //attack direction penalty-true=being attacked from sector
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std::vector<float> m_angleVals;
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bool AddUnit( CEntity*& entity );
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void RemoveUnit( CEntity*& entity );
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bool IsSlotAppropriate( int order, CEntity* entity ); //If empty, can we use this slot?
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bool IsBetterUnit( int order, CEntity* entity );
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void UpdateFormation();
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void SwitchBase( CBaseFormation*& base );
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void ResetIndex( size_t index );
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void ResetAllEntities(); //Sets all handles to invalid
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void ResetAngleDivs();
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};
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#endif |