1
0
forked from 0ad/0ad
0ad/source/graphics/Unit.h

116 lines
3.8 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_UNIT
#define INCLUDED_UNIT
#include "ps/CStr.h"
#include "simulation2/system/Entity.h" // entity_id_t
#include <map>
#include <memory>
#include <set>
class CActorDef;
class CModelAbstract;
class CObjectEntry;
class CObjectManager;
class CUnitAnimation;
/////////////////////////////////////////////////////////////////////////////////////////////
// CUnit: simple "actor" definition - defines a sole object within the world
class CUnit
{
NONCOPYABLE(CUnit);
private:
// Private constructor. Needs complete list of selections for the variation.
CUnit(CObjectManager& objectManager, const CActorDef& actor, const entity_id_t id, const uint32_t seed);
public:
// Attempt to create a unit with the given actor.
// If specific selections are wanted, call SetEntitySelection or SetActorSelections after creation.
// Returns an empty `std::unique_ptr` on failure.
static std::unique_ptr<CUnit> Create(const CStrW& actorName, const entity_id_t id,
const uint32_t seed, CObjectManager& objectManager);
~CUnit();
// get unit's template object
const CObjectEntry& GetObject() const { return *m_Object; }
// get unit's model data
CModelAbstract& GetModel() const { return *m_Model; }
CUnitAnimation* GetAnimation() { return m_Animation; }
/**
* Update the model's animation.
* @param frameTime time in seconds
*/
void UpdateModel(float frameTime);
// Sets the entity-selection, and updates the unit to use the new
// actor variation. Either set one key at a time, or a complete map.
void SetEntitySelection(const CStr& key, const CStr& selection);
void SetEntitySelection(const std::map<CStr, CStr>& selections);
// Most units have a hopefully-unique ID number, so they can be referred to
// persistently despite saving/loading maps. Default for new units is -1; should
// usually be set to CUnitManager::GetNewID() after creation.
entity_id_t GetID() const { return m_ID; }
const std::set<CStr>& GetActorSelections() const { return m_ActorSelections; }
/**
* Overwrite the seed-selected actor selections. Likely only useful for Atlas or debugging.
*/
void SetActorSelections(const std::set<CStr>& selections);
private:
// Actor for the unit
const CActorDef& m_Actor;
// object from which unit was created; never NULL once fully created.
CObjectEntry* m_Object = nullptr;
// object model representation; never nullptr once fully created.
std::unique_ptr<CModelAbstract> m_Model;
CUnitAnimation* m_Animation = nullptr;
// unique (per map) ID number for units created in the editor, as a
// permanent way of referencing them.
entity_id_t m_ID;
// seed used when creating unit
uint32_t m_Seed;
// Actor-level selections for this unit. This is normally set at init time,
// so that we always re-use the same aesthetic variants.
// These have lower priority than entity-level selections.
std::set<CStr> m_ActorSelections;
// Entity-level selections for this unit (used for e.g. animation variants).
std::map<CStr, CStr> m_EntitySelections;
// object manager which looks after this unit's objectentry
CObjectManager& m_ObjectManager;
void ReloadObject();
friend class CUnitAnimation;
};
#endif