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forked from 0ad/0ad
0ad/source/simulation/TechnologyCollection.h
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

53 lines
1.6 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/>.
*/
//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<CTechnologyCollection>
{
typedef std::map<CStrW, CTechnology*> TechMap;
typedef std::map<CStrW, VfsPath> TechFilenameMap;
TechMap m_techs[PS_MAX_PLAYERS+1];
TechFilenameMap m_techFilenames;
public:
std::vector<CTechnology*> 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