janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
#ifndef INCLUDED_UNIT
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#define INCLUDED_UNIT
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#include <set>
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#include "ps/CStr.h"
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class CModel;
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class CObjectEntry;
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class CObjectManager;
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class CEntity;
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class CSkeletonAnim;
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class CUnitAnimation;
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/////////////////////////////////////////////////////////////////////////////////////////////
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// CUnit: simple "actor" definition - defines a sole object within the world
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class CUnit : boost::noncopyable
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{
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private:
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// Private constructor. Needs complete list of selections for the variation.
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CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
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const std::set<CStr>& actorSelections);
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public:
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// Attempt to create a unit with the given actor, attached to an entity
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// (or NULL), with a set of suggested selections (with the rest being randomised).
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// Returns NULL on failure.
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static CUnit* Create(const CStr& actorName, CEntity* entity,
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const std::set<CStr>& selections, CObjectManager& objectManager);
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// destructor
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~CUnit();
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// get unit's template object; never NULL
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CObjectEntry* GetObject() const { return m_Object; }
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// get unit's model data; never NULL
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CModel* GetModel() const { return m_Model; }
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// get actor's entity; can be NULL
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CEntity* GetEntity() const { return m_Entity; }
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// Put here as it conveniently references both the model and the ObjectEntry
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void ShowAmmunition();
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void HideAmmunition();
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// Sets the animation a random one matching 'name'. If none is found,
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// sets to idle instead. Applies recursively to props.
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// SetEntitySelection(name) should typically be used before this.
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bool SetRandomAnimation(const CStr& name, bool once = false, float speed = 0.0f);
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void SetAnimationState(const CStr& name, bool once = false, float speed = 0.0f, bool keepSelection = false);
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void SetAnimationSync(float timeUntilActionPos);
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void UpdateModel(float frameTime);
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// Returns a random animation matching 'name'. If none is found,
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// returns idle instead.
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CSkeletonAnim* GetRandomAnimation(const CStr& name);
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bool HasAnimation(const CStr& name);
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// Sets the entity-selection, and updates the unit to use the new
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// actor variation.
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void SetEntitySelection(const CStr& selection);
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// Returns whether the currently active animation is one of the ones
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// matching 'name'.
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bool IsPlayingAnimation(const CStr& name);
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// Set player ID of this unit (and the attached entity and actor)
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void SetPlayerID(size_t id);
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// Get player ID of this unit
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size_t GetPlayerID() { return m_PlayerID; }
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// Most units have a hopefully-unique ID number, so they can be referred to
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// persistently despite saving/loading maps. Default for new units is -1; should
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// usually be set to CUnitManager::GetNewID() after creation.
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static const size_t invalidId = ~(size_t)0;
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size_t GetID() const { return m_ID; }
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void SetID(size_t id) { m_ID = id; }
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const std::set<CStr>& GetActorSelections() const { return m_ActorSelections; }
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void SetActorSelections(const std::set<CStr>& selections);
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private:
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// object from which unit was created
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CObjectEntry* m_Object;
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// object model representation
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CModel* m_Model;
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// the entity that this actor represents, if any
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CEntity* m_Entity;
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// player id of this unit (only read for graphical effects), or ~0 if unspecified
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size_t m_PlayerID;
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CUnitAnimation* m_Animation;
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// unique (per map) ID number for units created in the editor, as a
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// permanent way of referencing them. ~0 for non-editor units.
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size_t m_ID;
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// actor-level selections for this unit
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std::set<CStr> m_ActorSelections;
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// entity-level selections for this unit
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std::set<CStr> m_EntitySelections;
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// object manager which looks after this unit's objectentry
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CObjectManager& m_ObjectManager;
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void ReloadObject();
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};
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#endif
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