0ad/source/graphics/Unit.h
Ykkrosh d3048906cb # Unit animation improvements.
Animate props much more sensibly.
Move ammo code out of CUnit.
Move animation logic out of CModel.
Launch projectiles from the correct location.
Use entity's speeds and sounds in actor viewer.
Add -nosound option to disable audio, and allow audio by default in
Atlas.
Remove some obsolete options.

This was SVN commit r7609.
2010-06-05 00:49:14 +00:00

115 lines
3.6 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_UNIT
#define INCLUDED_UNIT
#include <set>
#include "ps/CStr.h"
class CModel;
class CObjectEntry;
class CObjectManager;
class CSkeletonAnim;
class CUnitAnimation;
// note: we can't declare as static const size_t invalidId = ~size_t(0) in
// the class because it seems to be a grey area in the C++ standard whether
// or not the constant is propagated or needs an external definition.
// an enum causes conversion warnings in MSC, so we go with a file-scope
// constant.
const size_t invalidUnitId = ~size_t(0);
/////////////////////////////////////////////////////////////////////////////////////////////
// CUnit: simple "actor" definition - defines a sole object within the world
class CUnit
{
NONCOPYABLE(CUnit);
private:
// Private constructor. Needs complete list of selections for the variation.
CUnit(CObjectEntry* object, CObjectManager& objectManager,
const std::set<CStr>& actorSelections);
public:
// Attempt to create a unit with the given actor, with a set of
// suggested selections (with the rest being randomised).
// Returns NULL on failure.
static CUnit* Create(const CStrW& actorName, const std::set<CStr>& selections, CObjectManager& objectManager);
// destructor
~CUnit();
// get unit's template object
const CObjectEntry& GetObject() const { return *m_Object; }
// get unit's model data
CModel& GetModel() const { return *m_Model; }
/// See CUnitAnimation::SetAnimationState
void SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& soundgroup);
/// See CUnitAnimation::SetAnimationSync
void SetAnimationSync(float actionTime, float repeatTime);
/**
* Update the model's animation.
* @param frameTime time in seconds
*/
void UpdateModel(float frameTime);
// Sets the entity-selection, and updates the unit to use the new
// actor variation.
void SetEntitySelection(const CStr& selection);
// 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.
size_t GetID() const { return m_ID; }
void SetID(size_t 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; never NULL
CObjectEntry* m_Object;
// object model representation; never NULL
CModel* m_Model;
CUnitAnimation* m_Animation;
// unique (per map) ID number for units created in the editor, as a
// permanent way of referencing them. ~0 for non-editor units.
size_t 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();
friend class CUnitAnimation;
};
#endif