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forked from 0ad/0ad
0ad/source/simulation/FormationManager.h
Matei 8d06d8601b A few organization changes:
- Removed "Base" from the Technology and Formation class names (it
doesn't make sense because these don't use inheritance).
- Modified the tech methods a little so a player ID is passed to
applyEffects, not getTechnology.

Also added a game startup script which will eventually set up player
resource pools and give them their civ techs.

This was SVN commit r3996.
2006-06-09 23:07:11 +00:00

50 lines
1.3 KiB
C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//This keeps track of all the formations exisisting in the game.
#ifndef FORMATIONMANAGER_INCLUDED
#define FORMATIONMANAGER_INCLUDED
#include "ps/Singleton.h"
#include "FormationCollection.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<CFormationManager>
{
#define FormIterator std::vector<CEntityFormation*>::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( int index )
{
return ((size_t)index < m_formations.size() && index >= 0);
}
bool AddUnit( CEntity*& entity, int& form );
CEntityList AddUnitList( CEntityList& entities, int form );
//Returns false if the formation is destroyed
bool RemoveUnit( CEntity*& entity );
bool RemoveUnitList( CEntityList& entities );
CEntityFormation* GetFormation(int form);
void UpdateIndexes( size_t update );
private:
std::vector<CEntityFormation*> m_formations;
};
#endif // FORMATIONMANAGER_INCLUDED