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https://github.com/UberGames/EF2GameSource.git
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167 lines
4 KiB
C++
167 lines
4 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/groupcoordinator.h $
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// $Revision:: 158 $
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// $Author:: Sketcher $
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// $Date:: 4/11/02 11:34a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Classes for groups and group coordination.
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//
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#ifndef __GROUP_COORDINATOR_HPP__
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#define __GROUP_COORDINATOR_HPP__
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#include "entity.h"
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//------------------------- CLASS ------------------------------
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//
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// Name: Group
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// Base Class: None
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//
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// Description: Base Class for Groups
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//
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// Method of Use: Instantiated by the group coordinator
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// to maintain group data
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//--------------------------------------------------------------
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class Group : public Listener
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{
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public:
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CLASS_PROTOTYPE( Group );
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Group();
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~Group();
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virtual void AddMember ( Entity *entity );
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virtual void RemoveMember ( Entity *entity );
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virtual void SetGroupDeathThread ( const str &threadName );
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virtual void ClearList ();
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virtual void RunGroupDeathThread ( Entity *entity );
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virtual int CountMembers ();
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bool IsThisTargetNameInGroup ( const str &name );
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bool IsThisEntityInGroup ( Entity *entity );
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void SendEventToGroup ( Event *ev );
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void SendEventToGroup ( Event &ev );
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void GroupCancelEventsOfType ( Event *ev );
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int GetGroupID ();
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void SetGroupID ( int ID );
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Entity* GetNextMember ( Entity *entity );
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Entity* GetPreviousMember ( Entity *entity );
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virtual void Archive ( Archiver &arc );
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protected:
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private:
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Container< EntityPtr > _memberList;
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int _id;
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str _groupDeathThread;
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};
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inline int Group::CountMembers()
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{
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return _memberList.NumObjects();
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}
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inline int Group::GetGroupID()
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{
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return _id;
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}
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inline void Group::SetGroupID( int ID )
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{
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_id = ID;
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}
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inline void Group::SetGroupDeathThread( const str &threadName )
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{
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_groupDeathThread = threadName;
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}
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//------------------------- CLASS ------------------------------
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//
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// Name: ActorGroup
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// Base Class: Group
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//
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// Description: Group specifically for Actors
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//
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// Method of Use: Instantiated by the group coordinator
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//
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//--------------------------------------------------------------
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class ActorGroup : public Group
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{
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public:
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CLASS_PROTOTYPE( ActorGroup );
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ActorGroup();
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~ActorGroup();
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int CountMembersWithThisName( const str &name );
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int CountMembersAttackingEnemy( Entity *enemy = 0);
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protected:
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private:
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};
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//------------------------- CLASS ------------------------------
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//
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// Name: GroupCoordinator
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// Base Class: None
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//
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// Description: Maintains and handles groups
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//
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// Method of Use: Instantiated by the level.
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//--------------------------------------------------------------
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class GroupCoordinator : public Listener
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{
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public:
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CLASS_PROTOTYPE( GroupCoordinator );
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GroupCoordinator();
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~GroupCoordinator();
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Group* GetGroup ( int ID );
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void AddEntityToGroup ( Entity *ent , int ID );
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void RemoveEntityFromGroup ( Entity *ent , int ID );
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int CountGroups ();
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void RemoveGroup ( int ID );
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void ClearGroupList ();
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void SendEventToGroup ( Event *ev , int ID );
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void SendEventToGroup ( Event &ev , int ID );
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void GroupCancelEventsOfType ( Event *ev , int ID );
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void MemberDied ( Entity *entity , int ID );
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void SetGroupDeathThread ( const str &threadName , int ID );
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virtual void Archive ( Archiver &arc );
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protected:
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private:
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Container< Group* > _groupList;
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};
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inline int GroupCoordinator::CountGroups()
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{
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return _groupList.NumObjects();
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}
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typedef SafePtr<GroupCoordinator> GroupCoordinatorPtr;
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extern GroupCoordinatorPtr groupcoordinator;
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#endif /* __GROUP_COORDINATOR_HPP__ */
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