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0ad/source/simulation/EntityFormation.h
Matei 5e7baf3a43 # Bug fixes and cleanup of entity kill code.
Put all entity cleanup code in kill(), so the JS function Kill() can
just call kill(), and made the code more correct in both cases. Also
fixed a bug with auras (a unit kept around auras that had been deleted).
Also fixed up some notifier code that was causing crashes (although that
can still happen in some cases).

Fixes #176.

This was SVN commit r4810.
2007-01-25 07:00:31 +00:00

74 lines
2.2 KiB
C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//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 ENTITYFORMATION_INCLUDED
#define ENTITYFORMATION_INCLUDED
#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();
int GetEntityCount() { return m_numEntities; }
float GetSpeed() { return m_speed; }
int GetSlotCount();
CEntityList GetEntityList();
CVector2D GetSlotPosition( int 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(int order) { return ( order >= 0 && order < GetSlotCount() ); }
private:
int m_numEntities;
int 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( int order, CEntity* entity ); //If empty, can we use this slot?
bool IsBetterUnit( int order, CEntity* entity );
void UpdateFormation();
void SwitchBase( CFormation*& base );
void ResetIndex( size_t index );
void ResetAllEntities(); //Sets all handles to invalid
void ResetAngleDivs();
};
#endif