forked from 0ad/0ad
Matei
845b606763
Techs: Made a separate list of technologies for every player, rather than array fields in CTechnology. This also involved changing the tech-related JS functions. Bugs: - PS_MAX_PLAYERS should be 8 (the way it's used for array sizes, etc indicates that it's the maximum possible number of players ever, but it used to be 6 while the game had 8 players). - When you changed a CJSSharedProperty that was inherited, m_Inherited was set to false, so it was no longer inherited by subsequent entities you created. They got initialized to garbage values as a result. This was SVN commit r4138.
31 lines
840 B
C++
31 lines
840 B
C++
//Andrew aka pyrolink - ajdecker1022@msn.com
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//Manages the tech templates. More detail: see CFormation and CEntityTemplate (collections)
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#ifndef TECHNOLOGY_COLLECTION_INCLUDED
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#define TECHNOLOGY_COLLECTION_INCLUDED
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#include <vector>
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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#include "Technology.h"
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#include "ps/Game.h"
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#define g_TechnologyCollection CTechnologyCollection::GetSingleton()
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class CTechnologyCollection : public Singleton<CTechnologyCollection>
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{
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typedef std::map<CStrW, CTechnology*> TechMap;
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typedef std::map<CStrW, CStr> TechFilenameMap;
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TechMap m_techs[PS_MAX_PLAYERS+1];
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TechFilenameMap m_techFilenames;
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public:
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~CTechnologyCollection();
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CTechnology* getTechnology( CStrW techType, CPlayer* player );
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int loadTechnologies();
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void LoadFile( const char* path );
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};
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#endif
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