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forked from 0ad/0ad
0ad/source/graphics/Unit.h
Ykkrosh 35e91718c5 # Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.

This was SVN commit r4261.
2006-08-28 17:36:42 +00:00

95 lines
2.8 KiB
C++

#ifndef _UNIT_H
#define _UNIT_H
#include <set>
#include "ps/CStr.h"
class CModel;
class CObjectEntry;
class CEntity;
class CSkeletonAnim;
class CStrW;
/////////////////////////////////////////////////////////////////////////////////////////////
// CUnit: simple "actor" definition - defines a sole object within the world
class CUnit
{
private:
// Private constructor. Needs complete list of selections for the variation.
CUnit(CObjectEntry* object, CEntity* entity, 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 CStr& actorName, CEntity* entity, const std::set<CStr>& selections);
// destructor
~CUnit();
// get unit's template object; never NULL
CObjectEntry* GetObject() { return m_Object; }
// get unit's model data; never NULL
CModel* GetModel() { return m_Model; }
// get actor's entity; can be NULL
CEntity* GetEntity() { return m_Entity; }
// Put here as it conveniently references both the model and the ObjectEntry
void ShowAmmunition();
void HideAmmunition();
// 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, float speed = 0.0f);
// Returns a random animation matching 'name'. If none is found,
// returns idle instead.
CSkeletonAnim* GetRandomAnimation(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
void SetPlayerID(int id);
// Get player ID of this unit
int GetPlayerID() { return m_PlayerID; }
int GetID() const { return m_ID; }
void SetID(int 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
CObjectEntry* m_Object;
// object model representation
CModel* m_Model;
// the entity that this actor represents, if any
CEntity* m_Entity;
// player id of this unit (only used for graphical effects)
int m_PlayerID;
// unique (per map) ID number for units created in the editor, as a
// permanent way of referencing them. -1 for non-editor units.
int m_ID;
// actor-level selections for this unit
std::set<CStr> m_ActorSelections;
// entity-level selections for this unit
std::set<CStr> m_EntitySelections;
void ReloadObject();
};
#endif