0ad/source/simulation/Technology.h
Matei 8d06d8601b A few organization changes:
- 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.
2006-06-09 23:07:11 +00:00

87 lines
2.1 KiB
C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//Holds template information for technologies and research
#ifndef TECHNOLOGY_INCLUDED
#define TECHNOLOGY_INCLUDED
#include <vector>
#include "scripting/ScriptableObject.h"
class CStr;
class XMBElement;
class CXeromyces;
class CTechnology : public CJSObject<CTechnology>
{
friend class CTechnologyCollection;
typedef struct Modifier
{
CStr attribute;
float value;
Modifier() { value = 0; }
};
static STL_HASH_SET<CStr, CStr_hash_compare> m_scriptsLoaded;
public:
CTechnology();
~CTechnology() {}
//JS functions
static void ScriptingInit();
jsval ApplyEffects( JSContext* cx, uintN argc, jsval* argv );
jsval IsValid( JSContext* cx, uintN argc, jsval* argv );
jsval IsResearched( JSContext* cx, uintN argc, jsval* argv );
jsval IsJSFirst( JSContext* cx, uintN argc, jsval* argv );
jsval IsExcluded( JSContext* cx, uintN argc, jsval* argv );
inline jsval GetPlayerID( JSContext* cx, uintN argc, jsval* argv );
bool isTechValid();
inline bool isResearched() { return m_researched; }
void setPlayer( CPlayer* player ) { m_player=player; }
void setExclusion( bool exclude ) { m_excluded=exclude; }
bool loadXML( CStr filename );
bool loadELID( XMBElement ID, CXeromyces& XeroFile );
bool loadELReq( XMBElement Req, CXeromyces& XeroFile );
bool loadELEffect( XMBElement Effect, CXeromyces& XeroFile, CStr& filename );
private:
CStr m_Generic;
CStr m_Specific;
CStr m_Icon;
int m_IconCell;
CStr m_Classes;
CStr m_History;
float m_ReqTime;
float m_ReqWood;
float m_ReqFood;
float m_ReqStone;
float m_ReqOre;
std::vector<CStr> m_ReqEntities;
std::vector<CStr> m_ReqTechs;
std::vector<CStr> m_Pairs;
std::vector<CStr> m_Targets;
std::vector<Modifier> m_Modifiers;
std::vector<Modifier> m_Sets;
CPlayer* m_player; //Which player this tech belongs to
CScriptObject* m_effectFunction;
bool m_JSFirst; //Should JS effect function run before C++
// TODO: Make these per-player
bool m_excluded;
bool m_researched;
bool hasReqEntities();
bool hasReqTechs();
};
#endif