File: TeamHandler.h

package info (click to toggle)
spring 104.0%2Bdfsg-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 47,512 kB
  • sloc: cpp: 391,093; ansic: 79,943; python: 12,356; java: 12,201; awk: 5,889; sh: 1,826; xml: 655; makefile: 486; perl: 405; php: 211; objc: 194; sed: 2
file content (167 lines) | stat: -rw-r--r-- 3,832 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

/* based on code from GlobalSynced.{cpp,h} */

#ifndef TEAMHANDLER_H
#define TEAMHANDLER_H

#include "System/creg/creg_cond.h"
#include "Team.h"
#include "AllyTeam.h"

class CGameSetup;


/** @brief Handles teams and allyteams */
class CTeamHandler
{
	CR_DECLARE_STRUCT(CTeamHandler)

public:
	CTeamHandler();
	~CTeamHandler();

	void ResetState();
	void LoadFromSetup(const CGameSetup* setup);

	/**
	 * @brief Team
	 * @param i index to fetch
	 * @return CTeam pointer
	 *
	 * Accesses a CTeam instance at a given index
	 */
	CTeam* Team(int i)
	{
		assert(i >=            0);
		assert(i <  teams.size());
		return &teams[i];
	}

	/**
	 * @brief ally
	 * @param a first allyteam
	 * @param b second allyteam
	 * @return allies[a][b]
	 *
	 * Returns ally at [a][b]
	 */
	bool Ally(int a, int b) const { return allyTeams[a].allies[b]; }

	/**
	 * @brief ally team
	 * @param team team to find
	 * @return the ally team
	 *
	 * returns the team2ally at given index
	 */
	int AllyTeam(int team) const { return teams[team].teamAllyteam; }
	::AllyTeam& GetAllyTeam(size_t id) { return allyTeams[id]; };

	bool ValidAllyTeam(size_t id) const
	{
		return (id < allyTeams.size());
	}

	/**
	 * @brief allied teams
	 * @param a first team
	 * @param b second team
	 * @return whether teams are allied
	 *
	 * Tests whether teams are allied
	 */
	bool AlliedTeams(int teamA, int teamB) const { return allyTeams[AllyTeam(teamA)].allies[AllyTeam(teamB)]; }

	/**
	 * @brief allied allyteams
	 * @param a first allyteam
	 * @param b second allyteam
	 * @return whether allyteams are allied
	 *
	 * Tests whether allyteams are allied
	 */
	bool AlliedAllyTeams(int allyA, int allyB) const { return allyTeams[allyA].allies[allyB]; }


	/**
	 * @brief set ally team
	 * @param team team to set
	 * @param allyteam allyteam to set
	 *
	 * Sets team's ally team
	 */
	void SetAllyTeam(int team, int allyteam) { teams[team].teamAllyteam = allyteam; }

	/**
	 * @brief set ally
	 * @param allyteamA first allyteam
	 * @param allyteamB second allyteam
	 * @param allied whether or not these two teams are allied
	 *
	 * Sets two allyteams to be allied or not
	 */
	void SetAlly(int allyteamA, int allyteamB, bool allied) { allyTeams[allyteamA].allies[allyteamB] = allied; }

	// accessors
	int GaiaTeamID() const { return gaiaTeamID; }
	int GaiaAllyTeamID() const { return gaiaAllyTeamID; }

	// number of teams and allyteams that were *INITIALLY* part
	// of a game (teams.size() and allyTeams.size() are runtime
	// constants), ie. including teams that died during it and
	// are actually NO LONGER "active"
	//
	// NOTE: TEAM INSTANCES ARE NEVER DELETED UNTIL SHUTDOWN, THEY ONLY GET MARKED AS DEAD!
	int ActiveTeams() const { return teams.size(); }
	int ActiveAllyTeams() const { return allyTeams.size(); }

	bool IsValidTeam(int id) const {
		return ((id >= 0) && (id < ActiveTeams()));
	}
	bool IsActiveTeam(int id) const {
		return (IsValidTeam(id) && !teams[id].isDead);
	}

	bool IsValidAllyTeam(int id) const {
		return ((id >= 0) && (id < ActiveAllyTeams()));
	}
	bool IsActiveAllyTeam(int id) const {
		return (IsValidAllyTeam(id) /*&& !allyTeams[id].isDead*/);
	}

	unsigned int GetNumTeamsInAllyTeam(unsigned int allyTeam, bool countDeadTeams) const;

	void GameFrame(int frameNum);

	void UpdateTeamUnitLimitsPreSpawn(int liveTeamNum);
	void UpdateTeamUnitLimitsPreDeath(int deadTeamNum);

private:

	/**
	 * @brief gaia team
	 *
	 * gaia's team id
	 */
	int gaiaTeamID;

	/**
	 * @brief gaia team
	 *
	 * gaia's team id
	 */
	int gaiaAllyTeamID;

	/**
	 * @brief teams
	 *
	 * Array of CTeam instances for teams in game
	 */
	std::vector<CTeam> teams;
	std::vector< ::AllyTeam > allyTeams;
};

extern CTeamHandler* teamHandler;

#endif // !TEAMHANDLER_H