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forked from 0ad/0ad
0ad/source/simulation/BaseEntity.h
pyrolink 3408b078b7 #Unit formations and rank textures
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original).  Also, base switching is
untested so no garuntees for next and prior formation things.

This was SVN commit r3710.
2006-03-31 03:30:34 +00:00

129 lines
3.1 KiB
C++
Executable File

// BaseEntity.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Entity Templates
//
// Usage: These templates are used as the default values for entity properties.
// Due to Pyrogenesis' data-inheritance model for these properties,
// templates specify a base-template, then override only those properties
// in that template that need to change.
// Similarly, entities need only specify properties they possess that are
// different to the ones in their respective templates. Of course,
// properties such as position, current HP, etc. cannot be inherited from
// a template in this way.
//
#ifndef BASE_ENTITY_INCLUDED
#define BASE_ENTITY_INCLUDED
#include "CStr.h"
#include "ObjectEntry.h"
#include "scripting/ScriptableComplex.h"
#include "BoundingObjects.h"
#include "EventHandlers.h"
#include "EntitySupport.h"
#include "ScriptObject.h"
#include "XML/Xeromyces.h"
class CBaseEntity : public CJSComplex<CBaseEntity>, public IEventTarget
{
public:
CBaseEntity();
~CBaseEntity();
// Load from XML
bool loadXML( CStr filename );
// Load a tree of properties from an XML (XMB) node.
void XMLLoadProperty( const CXeromyces& XeroFile, const XMBElement& Source, CStrW BasePropertyName );
// Base stats
CBaseEntity* m_base;
CStrW m_corpse;
bool m_extant;
// The class types this entity has
SClassSet m_classes;
CStrW m_Base_Name; // <- We don't guarantee the order XML files will be loaded in, so we'll store the name of the
// parent entity referenced, then, after all files are loaded, attempt to match names to objects.
CStrW m_actorName;
CStrW m_Tag;
CBoundingCircle* m_bound_circle;
CBoundingBox* m_bound_box;
CBoundingObject::EBoundingType m_bound_type;
//SP properties
float m_staminaCurr;
float m_staminaMax;
float m_staminaBarHeight;
int m_staminaBarSize;
// HP properties
float m_healthCurr;
float m_healthMax;
float m_healthBarHeight;
int m_healthBarSize;
float m_healthRegenRate;
float m_healthRegenStart;
float m_healthDecayRate;
//Rank properties
float m_rankHeight;
int m_rankSize;
CStr m_rankName;
// Minimap properties
CStrW m_minimapType;
int m_minimapR;
int m_minimapG;
int m_minimapB;
// Y anchor
CStrW m_anchorType;
// LOS
int m_los;
bool m_permanent;
// Foundation entity, or "" for none
CStrW m_foundation;
float m_speed;
float m_runRegenRate;
float m_runDecayRate;
SEntityAction m_run;
SEntityAction m_generic;
float m_turningRadius;
CScriptObject m_EventHandlers[EVENT_LAST];
void loadBase();
jsval getClassSet();
void setClassSet( jsval value );
void rebuildClassSet();
// Script-bound functions
// Get script execution contexts - always run in the context of the entity that fired it.
JSObject* GetScriptExecContext( IEventTarget* target );
jsval ToString( JSContext* cx, uintN argc, jsval* argv );
static void ScriptingInit();
private:
// squelch "unable to generate" warnings
CBaseEntity(const CBaseEntity& rhs);
const CBaseEntity& operator=(const CBaseEntity& rhs);
static STL_HASH_SET<CStr, CStr_hash_compare> scriptsLoaded;
};
#endif