0ad/source/graphics/ObjectEntry.h
olsner db045c330b # Made Atlas compile on linux
graphics: basic terrain passibility
atlas: lots of changes to make atlas compile under linux
unix/X: more clipboard support - copy from 0AD to other programs
unix/debug: use sys_get_executable_name instead of hard-coded paths
... and lots of other misc. changes

This was SVN commit r4640.
2006-11-12 04:02:36 +00:00

58 lines
1.4 KiB
C++

#ifndef _OBJECTENTRY_H
#define _OBJECTENTRY_H
class CModel;
class CSkeletonAnim;
class CObjectBase;
struct SPropPoint;
#include <map>
#include <set>
#include <vector>
#include <set>
#include "ps/CStr.h"
#include "ps/Overlay.h"
class CObjectEntry
{
public:
CObjectEntry(CObjectBase* base);
~CObjectEntry();
// Construct this actor, using the specified variation selections
bool BuildVariation(const std::vector<std::set<CStr8> >& selections, const std::vector<u8>& variationKey);
// Base actor. Contains all the things that don't change between
// different variations of the actor.
CObjectBase* m_Base;
// texture name
CStr m_TextureName;
// model name
CStr m_ModelName;
// colour (used when doing alpha-channel colouring, but not doing player-colour)
CColor m_Color;
// (probable TODO: make colour a per-model thing, rather than per-objectEntry,
// so we can have lots of colour variations without wasting memory on
// lots of objectEntries)
CModel* m_ProjectileModel;
CModel* m_AmmunitionModel;
SPropPoint* m_AmmunitionPoint;
// Returns a randomly-chosen animation matching the given name.
// If none is found, returns NULL.
CSkeletonAnim* GetRandomAnimation(const CStr& animationName);
// corresponding model
CModel* m_Model;
private:
typedef std::multimap<CStr, CSkeletonAnim*> SkeletonAnimMap;
SkeletonAnimMap m_Animations;
// TODO: something more memory-efficient than storing loads of similar strings for each unit?
};
#endif