forked from 0ad/0ad
Matei
8d06d8601b
- Removed "Base" from the Technology and Formation class names (it doesn't make sense because these don't use inheritance). - Modified the tech methods a little so a player ID is passed to applyEffects, not getTechnology. Also added a game startup script which will eventually set up player resource pools and give them their civ techs. This was SVN commit r3996.
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
//Andrew aka pyrolink
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//ajdecker1022@msn.com
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//This keeps track of all the formations exisisting in the game.
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#ifndef FORMATIONMANAGER_INCLUDED
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#define FORMATIONMANAGER_INCLUDED
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#include "ps/Singleton.h"
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#include "FormationCollection.h"
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#include "scripting/DOMEvent.h"
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#define g_FormationManager CFormationManager::GetSingleton()
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class CEntity;
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class CStr;
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class CFormation;
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class CVector2D;
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class CEntityFormation;
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struct CEntityList;
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class CFormationManager : public Singleton<CFormationManager>
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{
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#define FormIterator std::vector<CEntityFormation*>::iterator
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public:
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CFormationManager() {}
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~CFormationManager();
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void CreateFormation( CEntityList& entities, CStrW& name );
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//entity is any unit in the formation
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void DestroyFormation( size_t form );
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inline bool IsValidFormation( int index )
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{
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return ((size_t)index < m_formations.size() && index >= 0);
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}
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bool AddUnit( CEntity*& entity, int& form );
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CEntityList AddUnitList( CEntityList& entities, int form );
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//Returns false if the formation is destroyed
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bool RemoveUnit( CEntity*& entity );
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bool RemoveUnitList( CEntityList& entities );
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CEntityFormation* GetFormation(int form);
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void UpdateIndexes( size_t update );
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private:
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std::vector<CEntityFormation*> m_formations;
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};
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#endif // FORMATIONMANAGER_INCLUDED
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