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0ad/source/simulation/BaseEntityCollection.h
2004-08-11 20:17:13 +00:00

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1.4 KiB
C++
Executable File

// 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 it's 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 addTemplate( CBaseEntity* temp );
CBaseEntity* getTemplateByActor( CObjectEntry* actor );
};
#endif