0ad/source/simulation/EntityFormation.h

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//Instances of this class contain the actual information about in-game formations.
//It is based off of Formation.cpp and uses it as a reference as to what can and cannot
//be done in this formation. This is represented as m_base.
#ifndef INCLUDED_ENTITYFORMATION
#define INCLUDED_ENTITYFORMATION
#include "ps/Vector2D.h"
class CVector2D;
class CEntity;
struct CEntityList;
class CClassSet;
class CFormation;
class CEntityFormation
{
friend class CFormationManager;
public:
CEntityFormation( CFormation*& base, size_t index );
~CEntityFormation();
size_t GetEntityCount() { return m_numEntities; }
float GetSpeed() { return m_speed; }
size_t GetSlotCount();
CEntityList GetEntityList();
CVector2D GetSlotPosition( size_t order );
CVector2D GetPosition() { return m_position; }
CFormation* GetBase() { return m_base; }
void BaseToMovement();
void SelectAllUnits();
inline void SetDuplication( bool duplicate ) { m_duplication=duplicate; }
inline bool IsDuplication() { return m_duplication; }
inline void SetLock( bool lock ){ m_locked=lock; }
inline bool IsLocked() { return m_locked; }
inline bool IsValidOrder(size_t order) { return ( order < GetSlotCount() ); }
private:
size_t m_numEntities;
size_t m_index;
float m_speed; //speed of slowest unit
float m_orientation; //Our orientation angle. Used for rotation.
CVector2D m_position;
bool m_locked;
//Prevents other selected units from reordering the formation after one has already done it.
bool m_duplication;
CFormation* m_base;
CFormation* m_self; //Keeps track of base (referred to during movement switching)
std::vector<CEntity*> m_entities; //number of units currently in this formation
std::vector<bool> m_angleDivs; //attack direction penalty-true=being attacked from sector
std::vector<float> m_angleVals;
bool AddUnit( CEntity* entity );
void RemoveUnit( CEntity* entity );
bool IsSlotAppropriate( size_t order, CEntity* entity ); //If empty, can we use this slot?
bool IsBetterUnit( size_t order, CEntity* entity );
void UpdateFormation();
void SwitchBase( CFormation*& base );
void ResetIndex( size_t index );
void ResetAllEntities(); //Sets all handles to invalid
void ResetAngleDivs();
};
#endif