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-Changes to notifications. They take different parameters now-see template_entity_script.js. You can choose to destroy the notifiers yourself in the script (useful for idle) -Added "idle" event with registerIdle and registerDamage to assist with the angle penalty. -Bar border stuff -Angle penalty is set up but untested-it just needs to use this.getAttackDirections() to find the number of directions the entity is being attacked from. The penalty is specified in template_unit There is a problem when the game exits-it attempts to destroy the notifiers in entity.cpp's constructor, where it calls DestroyAllNotifiers(). The problem is that the notifiers don't exist any longer because they've been destroyed. I would fix it but I'm leaving for vacation (Jason told me it was OK to comitt). Hope it isn't too much of a problem. This was SVN commit r3732.
79 lines
No EOL
1.8 KiB
C++
79 lines
No EOL
1.8 KiB
C++
//Andrew aka pyrolink
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//ajdecker1022@msn.com
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//This class loads all the formation data needs to create an instance of a particular formation.
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#ifndef BASEFORMATION_INCLUDED
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#define BASEFORMATION_INCLUDED
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#include <vector>
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#include <map>
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#include "XML/Xeromyces.h"
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class CStr;
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class CBaseFormation
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{
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friend class CFormationManager;
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friend class CBaseFormationCollection;
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friend class CEntityFormation;
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struct FormationSlot
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{
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float fileOff; //Distance between files of this slot and the formation's center
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float rankOff;
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std::vector<CStr> category;
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};
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public:
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CBaseFormation();
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~CBaseFormation(){}
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CStr GetBonus(){ return m_bonus; }
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CStr GetBonusType(){ return m_bonusType; }
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float GetBonusVal(){ return m_bonusVal; }
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CStr GetPenalty(){ return m_penalty; }
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CStr GetPenaltyType(){ return m_penaltyType; }
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float GetPenaltyVal(){ return m_penaltyVal; }
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CStr GetAnglePenalty(){ return m_anglePenalty; }
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CStr GetAnglePenaltyType(){ return m_anglePenaltyType; }
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int GetAnglePenaltyDivs(){ return m_anglePenaltyDivs; }
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float GetAnglePenaltyVal(){ return m_anglePenaltyVal; }
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private:
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CStr m_tag;
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CStr m_bonus;
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CStr m_bonusType;
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float m_bonusVal;
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CStr m_penalty;
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CStr m_penaltyType;
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float m_penaltyVal;
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CStr m_anglePenalty;
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int m_anglePenaltyDivs;
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CStr m_anglePenaltyType;
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float m_anglePenaltyVal;
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int m_required;
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CStr m_next;
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CStr m_prior;
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CStr m_movement;
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float m_fileSpacing;
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float m_rankSpacing;
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int m_numSlots; //how many possible slots in this formation
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int m_numRanks;
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int m_numFiles;
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//The key is the "order" of the slot
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std::map<int, FormationSlot> m_slots;
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std::vector<float> m_angleValues; //cosine of angle divisions
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bool loadXML(CStr filename);
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void AssignCategory(int order, CStr category); //takes care of formatting strings
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};
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#endif |