0ad/source/simulation/Technology.h
Ykkrosh 13f2e3ca0c Tried compiling with ICC9 on Linux, which raised various issues:
* Fixed some bugs with incorrect macro usage (SDL_BYTE_ORDER vs
SDL_BYTEORDER, {MSC,GCC}_VER vs {MSC,GCC}_VERSION, OS_WIN/OS_UNIX in
projects where they're not defined).
 * Removed some redundant declarations of g_Console.
 * Removed some unnecessary semicolons.
 * Removed some unused variables.
 * Added throw specification to operator new.

This was SVN commit r4698.
2006-12-16 01:01:15 +00:00

91 lines
2.1 KiB
C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//Holds template information for technologies and research
#ifndef TECHNOLOGY_INCLUDED
#define TECHNOLOGY_INCLUDED
#include <vector>
#include "scripting/ScriptableObject.h"
#include "simulation/ScriptObject.h"
#include "ps/Game.h"
class XMBElement;
class CXeromyces;
class CEntity;
class CTechnology : public CJSObject<CTechnology>
{
friend class CTechnologyCollection;
struct Modifier
{
CStr attribute;
float value;
bool isPercent;
Modifier(): value(0), isPercent(false) {}
};
static STL_HASH_SET<CStr, CStr_hash_compare> m_scriptsLoaded;
public:
CTechnology(const CStrW& name, CPlayer* player);
~CTechnology() {}
//JS functions
static void ScriptingInit();
jsval ApplyEffects( JSContext* cx, uintN argc, jsval* argv );
jsval IsValid( JSContext* cx, uintN argc, jsval* argv );
jsval IsResearched( JSContext* cx, uintN argc, jsval* argv );
jsval IsExcluded( JSContext* cx, uintN argc, jsval* argv );
inline jsval GetPlayerID( JSContext* cx, uintN argc, jsval* argv );
void apply( CEntity* entity );
bool isTechValid();
inline bool isResearched() { return m_researched; }
void setExclusion( bool exclude ) { m_excluded=exclude; }
bool loadXML( const CStr& filename );
bool loadELID( XMBElement ID, CXeromyces& XeroFile );
bool loadELReq( XMBElement Req, CXeromyces& XeroFile );
bool loadELEffect( XMBElement Effect, CXeromyces& XeroFile, const CStr& filename );
private:
CStrW m_Name; // name of the tech file
CStrW m_Generic;
CStrW m_Specific;
CStrW m_Icon;
int m_IconCell;
CStrW m_Classes;
CStrW m_History;
float m_ReqTime;
float m_ReqWood;
float m_ReqFood;
float m_ReqStone;
float m_ReqMetal;
std::vector<CStr> m_ReqEntities;
std::vector<CStr> m_ReqTechs;
std::vector<CStr> m_Pairs;
std::vector<CStr> m_Targets;
std::vector<Modifier> m_Modifiers;
std::vector<Modifier> m_Sets;
CPlayer* m_player; //Which player this tech belongs to
CScriptObject m_effectFunction;
bool m_excluded;
bool m_researched;
bool m_inProgress;
bool hasReqEntities();
bool hasReqTechs();
};
#endif