forked from 0ad/0ad
51 lines
1.1 KiB
C++
Executable File
51 lines
1.1 KiB
C++
Executable File
#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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#include "ObjectBase.h"
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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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~CObjectEntry();
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bool BuildModel();
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void ApplyRandomVariant(CObjectBase::variation_key& var);
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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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CObjectBase::Prop* FindProp(const char* proppointname);
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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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// 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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CSkeletonAnim* m_RangedAnim;
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CSkeletonAnim* m_CorpseAnim;
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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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