0ad/source/simulation/EntitySupport.h
janwas 73683b6109 # SwEng
. the massive renaming undertaking: camelCase functions -> PascalCase.
. add some cppdoc.
. minor additional renaming improvements: e.g. GetIsClosed -> IsClosed
. in entity code, replace constructs like "pvec = new vector; return
pvec; use *pvec; delete pvec" with a simple stack variable passed as
output parameter (avoid unnecessary dynamic allocs)
. timer: simpler handling of raw ticks vs normal timer (less #if)

This was SVN commit r5017.
2007-05-02 12:07:08 +00:00

44 lines
1.0 KiB
C++

// Supporting data types for CEntity and related
#ifndef ENTITY_SUPPORT_INCLUDED
#define ENTITY_SUPPORT_INCLUDED
#include "ps/CStr.h"
struct SEntityAction
{
int m_Id;
float m_MaxRange;
float m_MinRange;
size_t m_Speed;
CStr8 m_Animation;
SEntityAction()
: m_Id(0), m_MinRange(0), m_MaxRange(0), m_Speed(1000), m_Animation("walk") {}
SEntityAction(int id, float minRange, float maxRange, size_t speed, CStr8& animation)
: m_Id(id), m_MinRange(minRange), m_MaxRange(maxRange), m_Speed(speed), m_Animation(animation) {}
};
class CClassSet
{
CClassSet* m_Parent;
typedef std::vector<CStrW> Set;
Set m_Members;
Set m_AddedMembers; // Members that this set adds to on top of those in its parent
Set m_RemovedMembers; // Members that this set removes even if its parent has them
public:
CClassSet() : m_Parent(NULL) {}
bool IsMember(const CStrW& Test);
void Rebuild();
inline void SetParent(CClassSet* Parent)
{ m_Parent = Parent; Rebuild(); }
CStrW GetMemberList();
void SetFromMemberList(const CStrW& list);
};
#endif