Matei
0baca62d61
- Simplified CTerrain::getSlopeAngleFace and made it work correctly in all cases (before, it sometimes returned NAN and used an overly complicated method based on 8 angle sectors instead of a "continuous" method). - Removed the EntityMovement event - instead, movement speed modifier is calculated in C++ for performance. This was SVN commit r4339.
177 lines
4.2 KiB
C++
177 lines
4.2 KiB
C++
// EntityTemplate.h
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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//
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// Entity Templates
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//
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// Usage: These templates are used as the default values for entity properties.
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// Due to Pyrogenesis' data-inheritance model for these properties,
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// templates specify a base-template, then override only those properties
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// in that template that need to change.
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// Similarly, entities need only specify properties they possess that are
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// different to the ones in their respective templates. Of course,
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// properties such as position, current HP, etc. cannot be inherited from
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// a template in this way.
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//
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#ifndef BASE_ENTITY_INCLUDED
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#define BASE_ENTITY_INCLUDED
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#include "ps/CStr.h"
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#include "graphics/ObjectEntry.h"
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#include "scripting/ScriptableComplex.h"
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#include "scripting/DOMEvent.h"
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#include "BoundingObjects.h"
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#include "EntitySupport.h"
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#include "ScriptObject.h"
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class CPlayer;
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class CXeromyces;
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class XMBElement;
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class CEntityTemplate : public CJSComplex<CEntityTemplate>, public IEventTarget
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{
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public:
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CPlayer* m_player; // Which player this template is for, or null for the no-player template
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// used to read unmodified values for upgrades and such.
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CEntityTemplate( CPlayer* player );
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~CEntityTemplate();
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// Load from XML
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bool loadXML( const CStr& filename );
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// Load a tree of properties from an XML (XMB) node.
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void XMLLoadProperty( const CXeromyces& XeroFile, const XMBElement& Source, const CStrW& BasePropertyName );
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// Base stats
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CEntityTemplate* m_base;
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//bool m_extant;
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// The unmodified, no-player version of this template
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CEntityTemplate* m_unmodified;
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// The class types this entity has
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CClassSet m_classes;
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CStrW m_Base_Name; // <- We don't guarantee the order XML files will be loaded in, so we'll store the name of the
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// parent entity referenced, then, after all files are loaded, attempt to match names to objects.
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CStrW m_actorName;
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CStrW m_Tag;
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CBoundingCircle* m_bound_circle;
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CBoundingBox* m_bound_box;
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CBoundingObject::EBoundingType m_bound_type;
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//SP properties
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float m_staminaMax;
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// HP properties
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float m_healthMax;
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float m_healthRegenRate;
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float m_healthRegenStart;
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float m_healthDecayRate;
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// Display properties
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bool m_barsEnabled;
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float m_barOffset;
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float m_barHeight;
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float m_barWidth;
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float m_barBorderSize;
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CStr m_barBorder;
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float m_staminaBarHeight;
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int m_staminaBarSize;
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float m_staminaBarWidth;
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int m_staminaBorderWidth;
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int m_staminaBorderHeight;
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CStr m_staminaBorderName;
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float m_healthBarHeight;
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int m_healthBarSize;
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float m_healthBarWidth;
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int m_healthBorderWidth;
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int m_healthBorderHeight;
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CStr m_healthBorderName;
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float m_rankWidth;
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float m_rankHeight;
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// Stance name
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CStr m_stanceName;
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//Rank properties
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CStr m_rankName;
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//Rally name
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CStr m_rallyName;
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float m_rallyWidth;
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float m_rallyHeight;
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// Minimap properties
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CStrW m_minimapType;
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int m_minimapR;
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int m_minimapG;
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int m_minimapB;
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// Y anchor
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CStrW m_anchorType;
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// LOS
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int m_los;
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bool m_visionPermanent;
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// Is this object a territory centre? (e.g. Settlements in 0AD)
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bool m_isTerritoryCentre;
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// Foundation entity, or "" for none
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CStrW m_foundation;
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// Socket entity that we can be built on, or "" for free placement
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CStrW m_socket;
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// Can be "allied" to allow placement only in allied territories, or "" or "all" for all territories
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CStrW m_territoryRestriction;
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float m_speed;
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float m_runSpeed;
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float m_runRegenRate;
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float m_runDecayRate;
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bool m_passThroughAllies;
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float m_runMaxRange;
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float m_runMinRange;
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int m_sectorDivs;
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int m_pitchDivs;
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float m_pitchValue;
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float m_anchorConformX;
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float m_anchorConformZ;
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float m_turningRadius;
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CScriptObject m_EventHandlers[EVENT_LAST];
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void loadBase();
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jsval getClassSet();
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void setClassSet( jsval value );
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void rebuildClassSet();
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// Script-bound functions
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// Get script execution contexts - always run in the context of the entity that fired it.
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JSObject* GetScriptExecContext( IEventTarget* target );
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jsval ToString( JSContext* cx, uintN argc, jsval* argv );
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static void ScriptingInit();
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private:
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static STL_HASH_SET<CStr, CStr_hash_compare> scriptsLoaded;
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NO_COPY_CTOR(CEntityTemplate);
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};
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#endif
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