forked from 0ad/0ad
Matei
0ed2815c8b
LOS issues still outstanding: - LOS looks ugly because of quad tesselation into 2 triangles - Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on LOS quads seemed to give different tesselations than it did for the underlying terrain quads, but terrain rendering also used GL_QUADS). This should be fixed once we decide on the quad tesselation issue. - Units with traits.vision.permanent set are visible through FOW even if you havent seen them before; this should only be true when you have seen them before. But it gets even more complicated - if a permanent unit seen through FOW dies or gets upgraded or something, perhaps you should remember the old version. I'm not completely sure how to do this (probably involves cloning its actor somehow). This was SVN commit r2876.
105 lines
2.6 KiB
C++
Executable File
105 lines
2.6 KiB
C++
Executable File
// BaseEntity.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 "CStr.h"
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#include "ObjectEntry.h"
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#include "scripting/ScriptableComplex.h"
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#include "BoundingObjects.h"
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#include "EventHandlers.h"
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#include "EntitySupport.h"
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#include "ScriptObject.h"
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#include "XML/Xeromyces.h"
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class CBaseEntity : public CJSComplex<CBaseEntity>, public IEventTarget
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{
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public:
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CBaseEntity();
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~CBaseEntity();
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// Load from XML
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bool loadXML( 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, CStrW BasePropertyName );
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// Base stats
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CBaseEntity* m_base;
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CStrW m_corpse;
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bool m_extant;
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// The class types this entity has
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SClassSet 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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// HP properties
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float m_healthCurr;
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float m_healthMax;
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float m_healthBarHeight;
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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_permanent;
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float m_speed;
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SEntityAction m_melee;
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SEntityAction m_gather;
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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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// squelch "unable to generate" warnings
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CBaseEntity(const CBaseEntity& rhs);
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const CBaseEntity& operator=(const CBaseEntity& rhs);
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};
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#endif
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