forked from 0ad/0ad
99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
//Instances of this class contain the actual information about in-game formations.
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//It is based off of Formation.cpp and uses it as a reference as to what can and cannot
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//be done in this formation. This is represented as m_base.
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#ifndef INCLUDED_ENTITYFORMATION
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#define INCLUDED_ENTITYFORMATION
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#include "ps/Vector2D.h"
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class CVector2D;
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class CEntity;
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struct CEntityList;
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class CClassSet;
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class CFormation;
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class CEntityFormation
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{
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friend class CFormationManager;
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public:
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CEntityFormation( CFormation*& base, size_t index );
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~CEntityFormation();
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size_t GetEntityCount() const
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{
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return m_numEntities;
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}
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float GetSpeed() const
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{
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return m_speed;
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}
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size_t GetSlotCount() const;
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CEntityList GetEntityList() const;
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CVector2D GetSlotPosition( size_t order ) const;
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CVector2D GetPosition() const
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{
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return m_position;
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}
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CFormation* GetBase()
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{
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return m_base;
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}
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void BaseToMovement();
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void SelectAllUnits() const;
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inline void SetDuplication( bool duplicate )
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{
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m_duplication=duplicate;
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}
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inline bool IsDuplication() const
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{
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return m_duplication;
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}
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inline void SetLock( bool lock )
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{
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m_locked=lock;
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}
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inline bool IsLocked() const
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{
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return m_locked;
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}
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inline bool IsValidOrder(size_t order) const
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{
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return ( order < GetSlotCount() );
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}
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private:
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size_t m_numEntities;
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size_t m_index;
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float m_speed; //speed of slowest unit
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float m_orientation; //Our orientation angle. Used for rotation.
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CVector2D m_position;
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bool m_locked;
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//Prevents other selected units from reordering the formation after one has already done it.
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bool m_duplication;
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CFormation* m_base;
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CFormation* m_self; //Keeps track of base (referred to during movement switching)
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std::vector<CEntity*> m_entities; //number of units currently in this formation
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std::vector<bool> m_angleDivs; //attack direction penalty-true=being attacked from sector
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std::vector<float> m_angleVals;
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bool AddUnit( CEntity* entity );
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void RemoveUnit( CEntity* entity );
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bool IsSlotAppropriate( size_t order, CEntity* entity ); //If empty, can we use this slot?
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bool IsBetterUnit( size_t order, CEntity* entity );
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void UpdateFormation();
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void SwitchBase( CFormation*& base );
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void ResetIndex( size_t index );
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void ResetAllEntities(); //Sets all handles to invalid
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void ResetAngleDivs();
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};
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#endif
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