0ad/source/graphics/Unit.h

148 lines
4.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_UNIT
#define INCLUDED_UNIT
#include <set>
#include "ps/CStr.h"
class CModel;
class CObjectEntry;
class CObjectManager;
class CEntity;
class CSkeletonAnim;
class CUnitAnimation;
// note: we can't declare as static const size_t invalidId = ~size_t(0) in
// the class because it seems to be a grey area in the C++ standard whether
// or not the constant is propagated or needs an external definition.
// an enum causes conversion warnings in MSC, so we go with a file-scope
// constant.
const size_t invalidUnitId = ~size_t(0);
/////////////////////////////////////////////////////////////////////////////////////////////
// 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, 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 CStrW& actorName, CEntity* entity,
const std::set<CStr>& selections, CObjectManager& objectManager);
// destructor
~CUnit();
// get unit's template object
const CObjectEntry& GetObject() const { return *m_Object; }
// get unit's model data
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();
/// See CUnitAnimation::SetAnimationState
void SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& soundgroup);
/// See CUnitAnimation::SetAnimationSync
void SetAnimationSync(float actionTime, float repeatTime);
/**
* Update the model's animation.
* @param frameTime time in seconds
*/
void UpdateModel(float frameTime);
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(size_t id);
// Get player ID of this unit
size_t 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.
size_t GetID() const { return m_ID; }
void SetID(size_t 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; never NULL
CObjectEntry* m_Object;
// object model representation; never NULL
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 ~0 if unspecified
size_t m_PlayerID;
CUnitAnimation* m_Animation;
// unique (per map) ID number for units created in the editor, as a
// permanent way of referencing them. ~0 for non-editor units.
size_t 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;
// 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);
// Returns a random animation matching 'name'. If none is found,
// returns idle instead.
CSkeletonAnim* GetRandomAnimation(const CStr& name);
void ReloadObject();
friend class CUnitAnimation;
};
#endif