forked from 0ad/0ad
72 lines
1.9 KiB
C++
Executable File
72 lines
1.9 KiB
C++
Executable File
#ifndef _UNIT_H
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#define _UNIT_H
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class CModel;
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class CObjectEntry;
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class CEntity;
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class CSkeletonAnim;
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class CStr8;
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/////////////////////////////////////////////////////////////////////////////////////////////
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// CUnit: simple "actor" definition - defines a sole object within the world
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class CUnit
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{
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public:
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// constructor - unit invalid without a model and object
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CUnit(CObjectEntry* object, CModel* model)
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: m_Object(object), m_Model(model), m_Entity(NULL), m_ID(-1)
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{
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debug_assert(object && model);
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}
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CUnit(CObjectEntry* object, CModel* model, CEntity* entity)
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: m_Object(object), m_Model(model), m_Entity(entity), m_ID(-1)
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{
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debug_assert(object && model);
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}
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// destructor
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~CUnit();
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// get unit's template object; never NULL
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CObjectEntry* GetObject() { return m_Object; }
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// get unit's model data; never NULL
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CModel* GetModel() { return m_Model; }
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// get actor's entity; can be NULL
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CEntity* GetEntity() { return m_Entity; }
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// Put here as it conveniently references both the model and the ObjectEntry
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void ShowAmmunition();
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void HideAmmunition();
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// Sets the animation a random one matching 'name'. If none is found,
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// sets to idle instead.
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bool SetRandomAnimation(const CStr8& name, bool once = false);
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// Returns the animation a random one matching 'name'. If none is found,
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// returns idle instead.
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CSkeletonAnim* GetRandomAnimation(const CStr8& name);
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// Returns whether the currently active animation is one of the ones
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// matching 'name'.
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bool IsPlayingAnimation(const CStr8& name);
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int GetID() const { return m_ID; }
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void SetID(int id) { m_ID = id; }
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private:
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// object from which unit was created
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CObjectEntry* m_Object;
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// object model representation
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CModel* m_Model;
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// the entity that this actor represents, if any
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CEntity* m_Entity;
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// unique (per map) ID number for units created in the editor, as a
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// permanent way of referencing them. -1 for non-editor units.
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int m_ID;
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};
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#endif
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