/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ //This keeps track of all the formations exisisting in the game. #ifndef INCLUDED_FORMATIONMANAGER #define INCLUDED_FORMATIONMANAGER #include "ps/Singleton.h" #include "scripting/DOMEvent.h" #define g_FormationManager CFormationManager::GetSingleton() class CEntity; class CStr; class CFormation; class CVector2D; class CEntityFormation; struct CEntityList; class CFormationManager : public Singleton { #define FormIterator std::vector::iterator public: CFormationManager() {} ~CFormationManager(); void CreateFormation( CEntityList& entities, CStrW& name ); //entity is any unit in the formation void DestroyFormation( size_t form ); inline bool IsValidFormation( size_t index ) { return (index < m_formations.size()); } bool AddUnit( CEntity* entity, size_t& form ); CEntityList AddUnitList( CEntityList& entities, size_t form ); //Returns false if the formation is destroyed bool RemoveUnit( CEntity* entity ); bool RemoveUnitList( CEntityList& entities ); CEntityFormation* GetFormation(size_t form); void UpdateIndexes( size_t update ); private: std::vector m_formations; }; #endif // INCLUDED_FORMATIONMANAGER