0ad/source/graphics/Unit.h
Ykkrosh bdbb2bcb16 # Updated unit animation code.
Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
2007-02-10 03:09:52 +00:00

112 lines
3.6 KiB
C++

#ifndef _UNIT_H
#define _UNIT_H
#include <set>
#include "ps/CStr.h"
class CModel;
class CObjectEntry;
class CObjectManager;
class CEntity;
class CSkeletonAnim;
class CUnitAnimation;
/////////////////////////////////////////////////////////////////////////////////////////////
// CUnit: simple "actor" definition - defines a sole object within the world
class CUnit : boost::noncopyable
{
private:
// Private constructor. Needs complete list of selections for the variation.
CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
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, CObjectManager& objectManager);
// destructor
~CUnit();
// get unit's template object; never NULL
CObjectEntry* GetObject() const { return m_Object; }
// get unit's model data; never NULL
CModel* GetModel() const { return m_Model; }
// get actor's entity; can be NULL
CEntity* GetEntity() const { 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);
void SetAnimationState(const CStr& name, bool once = false, float speed = 0.0f, bool keepSelection = false);
void SetAnimationSync(float timeUntilActionPos);
void UpdateModel(float frameTime);
// Returns a random animation matching 'name'. If none is found,
// returns idle instead.
CSkeletonAnim* GetRandomAnimation(const CStr& name);
bool HasAnimation(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 (and the attached entity and actor)
void SetPlayerID(int id);
// Get player ID of this unit
int GetPlayerID() { return m_PlayerID; }
// 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.
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 read for graphical effects), or -1 if unspecified
int m_PlayerID;
CUnitAnimation* m_Animation;
// 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;
// object manager which looks after this unit's objectentry
CObjectManager& m_ObjectManager;
void ReloadObject();
};
#endif