Ykkrosh
6a9de50692
Fixes #470. Make CUnit::GetObject return a reference so it's clear it can never be NULL. This was SVN commit r7463.
78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_OBJECTENTRY
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#define INCLUDED_OBJECTENTRY
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class CModel;
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class CSkeletonAnim;
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class CObjectBase;
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class CObjectManager;
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struct SPropPoint;
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#include <map>
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#include <set>
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#include <vector>
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "ps/Overlay.h"
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class CObjectEntry
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{
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public:
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CObjectEntry(CObjectBase* base);
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~CObjectEntry();
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// Construct this actor, using the specified variation selections
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bool BuildVariation(const std::vector<std::set<CStr> >& selections,
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const std::vector<u8>& variationKey, CObjectManager& objectManager);
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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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VfsPath m_TextureName;
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// model name
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VfsPath 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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// (probable TODO: make colour a per-model thing, rather than per-objectEntry,
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// so we can have lots of colour variations without wasting memory on
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// lots of objectEntries)
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CStrW m_ProjectileModelName;
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CModel* m_AmmunitionModel;
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SPropPoint* m_AmmunitionPoint;
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// Returns a randomly-chosen animation matching the given name.
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// If none is found, returns NULL.
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CSkeletonAnim* GetRandomAnimation(const CStr& animationName);
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// corresponding model
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CModel* m_Model;
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private:
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typedef std::multimap<CStr, CSkeletonAnim*> SkeletonAnimMap;
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SkeletonAnimMap m_Animations;
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// TODO: something more memory-efficient than storing loads of similar strings for each unit?
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};
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#endif
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