0ad/source/simulation/BaseEntity.h
pyrolink 2d8f45fd94 Added run order (if applicable, the unit will use the run animation and speed for movement, otherwise walk is used). If the unit's run speed is more than 0 and the target is within the run action's range, it will run instead of walk.
Notifications - called from javascript.  You request orders with a
target entity, order type, and whether the previous listeners you have
requested for this entity should be destroyed.  When the target entity
processes an order that was requested, that order is pushed onto the
queue of the requester.  This is useful for things such as follow that
require the actual order to perform the action.

This was SVN commit r3329.
2006-01-05 06:13:31 +00:00

111 lines
2.8 KiB
C++
Executable File

// BaseEntity.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Entity Templates
//
// Usage: These templates are used as the default values for entity properties.
// Due to Pyrogenesis' data-inheritance model for these properties,
// templates specify a base-template, then override only those properties
// in that template that need to change.
// Similarly, entities need only specify properties they possess that are
// different to the ones in their respective templates. Of course,
// properties such as position, current HP, etc. cannot be inherited from
// a template in this way.
//
#ifndef BASE_ENTITY_INCLUDED
#define BASE_ENTITY_INCLUDED
#include "CStr.h"
#include "ObjectEntry.h"
#include "scripting/ScriptableComplex.h"
#include "BoundingObjects.h"
#include "EventHandlers.h"
#include "EntitySupport.h"
#include "ScriptObject.h"
#include "XML/Xeromyces.h"
class CBaseEntity : public CJSComplex<CBaseEntity>, public IEventTarget
{
public:
CBaseEntity();
~CBaseEntity();
// Load from XML
bool loadXML( CStr filename );
// Load a tree of properties from an XML (XMB) node.
void XMLLoadProperty( const CXeromyces& XeroFile, const XMBElement& Source, CStrW BasePropertyName );
// Base stats
CBaseEntity* m_base;
CStrW m_corpse;
bool m_extant;
// The class types this entity has
SClassSet m_classes;
CStrW m_Base_Name; // <- We don't guarantee the order XML files will be loaded in, so we'll store the name of the
// parent entity referenced, then, after all files are loaded, attempt to match names to objects.
CStrW m_actorName;
CStrW m_Tag;
CBoundingCircle* m_bound_circle;
CBoundingBox* m_bound_box;
CBoundingObject::EBoundingType m_bound_type;
// HP properties
float m_healthCurr;
float m_healthMax;
float m_healthBarHeight;
// Minimap properties
CStrW m_minimapType;
int m_minimapR;
int m_minimapG;
int m_minimapB;
// Y anchor
CStrW m_anchorType;
// LOS
int m_los;
bool m_permanent;
float m_speed;
SEntityAction m_run;
SEntityAction m_melee;
SEntityAction m_gather;
SEntityAction m_heal;
SEntityAction m_generic;
float m_turningRadius;
CScriptObject m_EventHandlers[EVENT_LAST];
void loadBase();
jsval getClassSet();
void setClassSet( jsval value );
void rebuildClassSet();
// Script-bound functions
// Get script execution contexts - always run in the context of the entity that fired it.
JSObject* GetScriptExecContext( IEventTarget* target );
jsval ToString( JSContext* cx, uintN argc, jsval* argv );
static void ScriptingInit();
private:
// squelch "unable to generate" warnings
CBaseEntity(const CBaseEntity& rhs);
const CBaseEntity& operator=(const CBaseEntity& rhs);
static STL_HASH_SET<CStr, CStr_hash_compare> scriptsLoaded;
};
#endif