0ad/source/simulation/TechnologyCollection.h
janwas 73683b6109 # SwEng
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
2007-05-02 12:07:08 +00:00

35 lines
953 B
C++

//Andrew aka pyrolink - ajdecker1022@msn.com
//Manages the tech templates. More detail: see CFormation and CEntityTemplate (collections)
#ifndef TECHNOLOGY_COLLECTION_INCLUDED
#define TECHNOLOGY_COLLECTION_INCLUDED
#include "ps/CStr.h"
#include "ps/Singleton.h"
#include "Technology.h"
#include "ps/Game.h"
#define g_TechnologyCollection CTechnologyCollection::GetSingleton()
class CTechnologyCollection : public Singleton<CTechnologyCollection>
{
typedef std::map<CStrW, CTechnology*> TechMap;
typedef std::map<CStrW, CStr> 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 char* path );
};
#endif