0ad/source/simulation/ProductionQueue.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

68 lines
1.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_PRODUCTIONQUEUE
#define INCLUDED_PRODUCTIONQUEUE
#include "EntityHandles.h"
#include "scripting/ScriptableObject.h"
#include <vector>
class CEntity;
class CProductionItem : public CJSObject<CProductionItem>
{
public:
int m_type;
CStrW m_name;
float m_totalTime; // how long this production takes
float m_elapsedTime; // how long we've been working on this production
CProductionItem( int type, const CStrW& name, float totalTime );
~CProductionItem();
void Update( int timestep );
bool IsComplete();
float GetProgress();
jsval JSI_GetProgress( JSContext* cx );
static void ScriptingInit();
};
class CProductionQueue : public CJSObject<CProductionQueue>
{
CEntity* m_owner;
std::vector<CProductionItem*> m_items;
public:
CProductionQueue( CEntity* owner );
~CProductionQueue();
void AddItem( int type, const CStrW& name, float totalTime );
void Update( int timestep );
void CancelAll();
jsval JSI_GetLength( JSContext* cx );
jsval_t JSI_Get( JSContext* cx, uintN argc, jsval* argv );
bool JSI_Cancel( JSContext* cx, uintN argc, jsval* argv );
static void ScriptingInit();
};
#endif