0ad/source/simulation/FormationManager.h
pyrolink f2e867e239 #Bar borders and angle penalty
-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.
2006-04-08 22:34:54 +00:00

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C++

//Andrew aka pyrolink
//ajdecker1022@msn.com
//This keeps track of all the formations exisisting in the game.
#include "ps/Singleton.h"
#include "BaseFormationCollection.h"
#include "scripting/DOMEvent.h"
#define g_FormationManager CFormationManager::GetSingleton()
class CEntity;
class CStr;
class CBaseFormation;
class CVector2D;
class CEntityFormation;
struct CEntityList;
class CFormationManager : public Singleton<CFormationManager>
{
#define FormIterator std::vector<CEntityFormation*>::iterator
public:
CFormationManager() {}
~CFormationManager();
void CreateFormation( CEntityList& entities, CStrW& name );
//entity is any unit in the formation
void DestroyFormation( size_t form );
inline bool IsValidFormation( int index )
{
return ((size_t)index < m_formations.size() && index >= 0);
}
bool AddUnit( CEntity*& entity, int& form );
CEntityList AddUnitList( CEntityList& entities, int form );
//Returns false if the formation is destroyed
bool RemoveUnit( CEntity*& entity );
bool RemoveUnitList( CEntityList& entities );
CEntityFormation* GetFormation(int form);
void UpdateIndexes( size_t update );
private:
std::vector<CEntityFormation*> m_formations;
};