MegaGlest/source/glest_game/types/faction_type.h

84 lines
2.8 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martio Figueroa
//
// You can redistribute this code and/or modify it under
// the terms of the GNU General Public License as published
// by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version
// ==============================================================
#ifndef _GLEST_GAME_FACTIONTYPE_H_
#define _GLEST_GAME_FACTIONTYPE_H_
#include "unit_type.h"
#include "upgrade_type.h"
#include "sound.h"
#include "leak_dumper.h"
using Shared::Sound::StrSound;
namespace Glest{ namespace Game{
// =====================================================
// class FactionType
//
/// Each of the possible factions the user can select
// =====================================================
class FactionType {
private:
typedef pair<const UnitType*, int> PairPUnitTypeInt;
typedef vector<UnitType> UnitTypes;
typedef vector<UpgradeType> UpgradeTypes;
typedef vector<PairPUnitTypeInt> StartingUnits;
typedef vector<Resource> Resources;
private:
string name;
UnitTypes unitTypes;
UpgradeTypes upgradeTypes;
StartingUnits startingUnits;
Resources startingResources;
StrSound *music;
FactionPersonalityType personalityType;
public:
//init
FactionType();
void load(const string &dir, const TechTree *techTree, Checksum* checksum,
Checksum *techtreeChecksum, std::map<string,int> &loadedFileList);
~FactionType();
//get
int getUnitTypeCount() const {return unitTypes.size();}
int getUpgradeTypeCount() const {return upgradeTypes.size();}
string getName() const {return name;}
const UnitType *getUnitType(int i) const {return &unitTypes[i];}
const UpgradeType *getUpgradeType(int i) const {return &upgradeTypes[i];}
StrSound *getMusic() const {return music;}
int getStartingUnitCount() const {return startingUnits.size();}
const UnitType *getStartingUnit(int i) const {return startingUnits[i].first;}
int getStartingUnitAmount(int i) const {return startingUnits[i].second;}
const UnitType *getUnitType(const string &name) const;
const UpgradeType *getUpgradeType(const string &name) const;
int getStartingResourceAmount(const ResourceType *resourceType) const;
FactionPersonalityType getPersonalityType() const { return personalityType;}
void setPersonalityType(FactionPersonalityType value) { personalityType = value;}
std::string toString() const;
std::vector<std::string> validateFactionType();
std::vector<std::string> validateFactionTypeResourceTypes(vector<ResourceType> &resourceTypes);
std::vector<std::string> validateFactionTypeUpgradeTypes();
void deletePixels();
bool factionUsesResourceType(const ResourceType *rt) const;
};
}}//end namespace
#endif