2004-05-30 02:46:58 +02:00
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#ifndef _OBJECTENTRY_H
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#define _OBJECTENTRY_H
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class CModel;
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class CSkeletonAnim;
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#include <vector>
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#include "CStr.h"
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2005-03-22 18:09:36 +01:00
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#include "ObjectBase.h"
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2005-04-07 06:29:07 +02:00
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#include "Overlay.h"
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2004-05-30 02:46:58 +02:00
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class CObjectEntry
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{
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public:
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CObjectEntry(int type, CObjectBase* base);
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2004-05-30 02:46:58 +02:00
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~CObjectEntry();
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2005-04-03 07:02:00 +02:00
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bool BuildRandomVariant(CObjectBase::variation_key& vars, CObjectBase::variation_key::iterator& vars_it);
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2004-05-30 02:46:58 +02:00
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2005-04-03 07:02:00 +02:00
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// Base actor. Contains all the things that don't change between
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// different variations of the actor.
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CObjectBase* m_Base;
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2005-03-19 12:55:27 +01:00
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2005-03-22 18:09:36 +01:00
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CObjectBase::Prop* FindProp(const char* proppointname);
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2004-10-06 20:46:33 +02:00
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2004-05-30 02:46:58 +02:00
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// texture name
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CStr m_TextureName;
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// model name
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CStr m_ModelName;
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// colour (used when doing alpha-channel colouring, but not doing player-colour)
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CColor m_Color;
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2004-05-30 02:46:58 +02:00
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// list of valid animations for this object
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std::vector<CObjectBase::Anim> m_Animations;
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CSkeletonAnim* m_IdleAnim;
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CSkeletonAnim* m_WalkAnim;
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CSkeletonAnim* m_DeathAnim;
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CSkeletonAnim* m_MeleeAnim;
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2005-04-15 06:23:33 +02:00
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CSkeletonAnim* m_GatherAnim;
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2004-05-30 02:46:58 +02:00
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CSkeletonAnim* m_RangedAnim;
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2004-11-11 08:09:32 +01:00
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CSkeletonAnim* m_CorpseAnim;
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2004-05-30 02:46:58 +02:00
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CSkeletonAnim* GetNamedAnimation( CStr animationName );
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// list of props attached to object
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std::vector<CObjectBase::Prop> m_Props;
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// corresponding model
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CModel* m_Model;
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// type of object; index into object managers types array
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int m_Type;
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};
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#endif
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