forked from 0ad/0ad
Ykkrosh
35e91718c5
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
44 lines
1.0 KiB
C++
44 lines
1.0 KiB
C++
// Supporting data types for CEntity and related
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#ifndef ENTITY_SUPPORT_INCLUDED
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#define ENTITY_SUPPORT_INCLUDED
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#include "EntityHandles.h"
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class CEntityManager;
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struct SEntityAction
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{
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float m_MaxRange;
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float m_MinRange;
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size_t m_Speed;
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CStr8 m_Animation;
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SEntityAction() { m_MaxRange = m_MinRange = 0.0f; m_Speed = 1000; m_Animation = "walk"; }
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SEntityAction(float minRange, float maxRange, size_t speed, CStr8& animation)
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: m_MinRange(minRange), m_MaxRange(maxRange), m_Speed(speed), m_Animation(animation) {}
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};
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class CClassSet
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{
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CClassSet* m_Parent;
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typedef std::vector<CStrW> Set;
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Set m_Members;
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Set m_AddedMembers; // Members that this set adds to on top of those in its parent
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Set m_RemovedMembers; // Members that this set removes even if its parent has them
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public:
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CClassSet() : m_Parent(NULL) {}
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bool IsMember( const CStrW& Test );
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void Rebuild();
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inline void SetParent( CClassSet* Parent )
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{ m_Parent = Parent; Rebuild(); }
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CStrW getMemberList();
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void setFromMemberList(const CStrW& list);
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};
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#endif
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