1
0
forked from 0ad/0ad
0ad/source/graphics/Unit.h
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

112 lines
3.6 KiB
C++

#ifndef INCLUDED_UNIT
#define INCLUDED_UNIT
#include <set>
#include "ps/CStr.h"
class CModel;
class CObjectEntry;
class CObjectManager;
class CEntity;
class CSkeletonAnim;
class CUnitAnimation;
/////////////////////////////////////////////////////////////////////////////////////////////
// CUnit: simple "actor" definition - defines a sole object within the world
class CUnit : boost::noncopyable
{
private:
// Private constructor. Needs complete list of selections for the variation.
CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
const std::set<CStr>& actorSelections);
public:
// Attempt to create a unit with the given actor, attached to an entity
// (or NULL), with a set of suggested selections (with the rest being randomised).
// Returns NULL on failure.
static CUnit* Create(const CStr& actorName, CEntity* entity,
const std::set<CStr>& selections, CObjectManager& objectManager);
// destructor
~CUnit();
// get unit's template object; never NULL
CObjectEntry* GetObject() const { return m_Object; }
// get unit's model data; never NULL
CModel* GetModel() const { return m_Model; }
// get actor's entity; can be NULL
CEntity* GetEntity() const { return m_Entity; }
// Put here as it conveniently references both the model and the ObjectEntry
void ShowAmmunition();
void HideAmmunition();
// Sets the animation a random one matching 'name'. If none is found,
// sets to idle instead. Applies recursively to props.
// SetEntitySelection(name) should typically be used before this.
bool SetRandomAnimation(const CStr& name, bool once = false, float speed = 0.0f);
void SetAnimationState(const CStr& name, bool once = false, float speed = 0.0f, bool keepSelection = false);
void SetAnimationSync(float timeUntilActionPos);
void UpdateModel(float frameTime);
// Returns a random animation matching 'name'. If none is found,
// returns idle instead.
CSkeletonAnim* GetRandomAnimation(const CStr& name);
bool HasAnimation(const CStr& name);
// Sets the entity-selection, and updates the unit to use the new
// actor variation.
void SetEntitySelection(const CStr& selection);
// Returns whether the currently active animation is one of the ones
// matching 'name'.
bool IsPlayingAnimation(const CStr& name);
// Set player ID of this unit (and the attached entity and actor)
void SetPlayerID(int id);
// Get player ID of this unit
int GetPlayerID() { return m_PlayerID; }
// 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.
int GetID() const { return m_ID; }
void SetID(int id) { m_ID = id; }
const std::set<CStr>& GetActorSelections() const { return m_ActorSelections; }
void SetActorSelections(const std::set<CStr>& selections);
private:
// object from which unit was created
CObjectEntry* m_Object;
// object model representation
CModel* m_Model;
// the entity that this actor represents, if any
CEntity* m_Entity;
// player id of this unit (only read for graphical effects), or -1 if unspecified
int m_PlayerID;
CUnitAnimation* m_Animation;
// unique (per map) ID number for units created in the editor, as a
// permanent way of referencing them. -1 for non-editor units.
int m_ID;
// actor-level selections for this unit
std::set<CStr> m_ActorSelections;
// entity-level selections for this unit
std::set<CStr> m_EntitySelections;
// object manager which looks after this unit's objectentry
CObjectManager& m_ObjectManager;
void ReloadObject();
};
#endif