/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it 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. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_UNIT #define INCLUDED_UNIT #include #include "ps/CStr.h" #include "simulation2/system/Entity.h" // entity_id_t class CModelAbstract; class CObjectEntry; class CObjectManager; class CSkeletonAnim; class CUnitAnimation; ///////////////////////////////////////////////////////////////////////////////////////////// // CUnit: simple "actor" definition - defines a sole object within the world class CUnit { NONCOPYABLE(CUnit); private: // Private constructor. Needs complete list of selections for the variation. CUnit(CObjectEntry* object, CObjectManager& objectManager, const std::set& actorSelections); public: // Attempt to create a unit with the given actor, with a set of // suggested selections (with the rest being randomised). // Returns NULL on failure. static CUnit* Create(const CStrW& actorName, const std::set& selections, CObjectManager& objectManager); // destructor ~CUnit(); // get unit's template object const CObjectEntry& GetObject() const { return *m_Object; } // get unit's model data CModelAbstract& GetModel() const { return *m_Model; } CUnitAnimation* GetAnimation() { return m_Animation; } /** * Update the model's animation. * @param frameTime time in seconds */ void UpdateModel(float frameTime); // Sets the entity-selection, and updates the unit to use the new // actor variation. void SetEntitySelection(const CStr& selection); // Most units have a hopefully-unique ID number, so they can be referred to // persistently despite saving/loading maps. Default for new units is -1; should // usually be set to CUnitManager::GetNewID() after creation. entity_id_t GetID() const { return m_ID; } void SetID(entity_id_t id) { m_ID = id; } const std::set& GetActorSelections() const { return m_ActorSelections; } void SetActorSelections(const std::set& selections); private: // object from which unit was created; never NULL CObjectEntry* m_Object; // object model representation; never NULL CModelAbstract* m_Model; CUnitAnimation* m_Animation; // unique (per map) ID number for units created in the editor, as a // permanent way of referencing them. entity_id_t m_ID; // actor-level selections for this unit std::set m_ActorSelections; // entity-level selections for this unit std::set m_EntitySelections; // object manager which looks after this unit's objectentry CObjectManager& m_ObjectManager; void ReloadObject(); friend class CUnitAnimation; }; #endif