1
0
forked from 0ad/0ad
0ad/source/simulation/EntityTemplate.h
janwas 90bfaf9c99 # housekeeping + bugfix in file trace recorder
entity.cpp: fix indenting (was using space instead of tab)
replace all instance of & operator=( with NO_COPY_CTOR
trace: fix bug reported by michael: if trace file is huge, indices would
keep on being recorded but data was cut off after a certain limit,
leading to invalid pointers (into garbage data)

This was SVN commit r4158.
2006-07-21 01:11:23 +00:00

170 lines
4.0 KiB
C++

// EntityTemplate.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 "ps/CStr.h"
#include "graphics/ObjectEntry.h"
#include "scripting/ScriptableComplex.h"
#include "BoundingObjects.h"
#include "EventHandlers.h"
#include "EntitySupport.h"
#include "ScriptObject.h"
#include "ps/XML/Xeromyces.h"
class CPlayer;
class CEntityTemplate : public CJSComplex<CEntityTemplate>, public IEventTarget
{
public:
CPlayer* m_player; // Which player this template is for, or null for the no-player template
// used to read unmodified values for upgrades and such.
CEntityTemplate( CPlayer* player );
~CEntityTemplate();
// Load from XML
bool loadXML( const CStr& filename );
// Load a tree of properties from an XML (XMB) node.
void XMLLoadProperty( const CXeromyces& XeroFile, const XMBElement& Source, const CStrW& BasePropertyName );
// Base stats
CEntityTemplate* m_base;
//bool m_extant;
// The unmodified, no-player version of this template
CEntityTemplate* m_unmodified;
// 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_staminaMax;
// HP properties
float m_healthMax;
float m_healthRegenRate;
float m_healthRegenStart;
float m_healthDecayRate;
// Display properties
bool m_barsEnabled;
float m_barOffset;
float m_barHeight;
float m_barWidth;
float m_barBorderSize;
CStr m_barBorder;
float m_staminaBarHeight;
int m_staminaBarSize;
float m_staminaBarWidth;
int m_staminaBorderWidth;
int m_staminaBorderHeight;
CStr m_staminaBorderName;
float m_healthBarHeight;
int m_healthBarSize;
float m_healthBarWidth;
int m_healthBorderWidth;
int m_healthBorderHeight;
CStr m_healthBorderName;
float m_rankWidth;
float m_rankHeight;
//Rank properties
CStr m_rankName;
//Rally name
CStr m_rallyName;
float m_rallyWidth;
float m_rallyHeight;
// 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;
// Is this object a territory centre? (e.g. Settlements in 0AD)
bool m_isTerritoryCentre;
// Foundation entity, or "" for none
CStrW m_foundation;
// Socket entity that we can be built on, or "" for free placement
CStrW m_socket;
float m_speed;
float m_runSpeed;
float m_runRegenRate;
float m_runDecayRate;
bool m_passThroughAllies;
float m_runMaxRange;
float m_runMinRange;
int m_sectorDivs;
int m_pitchDivs;
float m_anchorConformX;
float m_anchorConformZ;
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:
static STL_HASH_SET<CStr, CStr_hash_compare> scriptsLoaded;
NO_COPY_CTOR(CEntityTemplate);
};
#endif