/* 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 . */ //Manages the tech templates. More detail: see CFormation and CEntityTemplate (collections) #ifndef INCLUDED_TECHNOLOGYCOLLECTION #define INCLUDED_TECHNOLOGYCOLLECTION #include "ps/CStr.h" #include "ps/Singleton.h" #include "Technology.h" #include "ps/Game.h" #include "ps/Filesystem.h" #define g_TechnologyCollection CTechnologyCollection::GetSingleton() class CTechnologyCollection : public Singleton { typedef std::map TechMap; typedef std::map TechFilenameMap; TechMap m_techs[PS_MAX_PLAYERS+1]; TechFilenameMap m_techFilenames; public: std::vector activeTechs[PS_MAX_PLAYERS+1]; CTechnology* GetTechnology( const CStrW& techType, CPlayer* player ); ~CTechnologyCollection(); int LoadTechnologies(); // called by non-member trampoline via LoadTechnologies void LoadFile( const VfsPath& path ); }; #endif