0ad/source/simulation/EntityTemplate.h
Matei 4630745625 # Updates to the entity bar display system by Andrew.
Bars and rank icons now scale with zoom level. I've left in the old
render functions for now, but they can be removed later.

This was SVN commit r4120.
2006-07-16 19:32:48 +00:00

174 lines
4.1 KiB
C++

// EntityTemplate.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 "ps/CStr.h"
#include "graphics/ObjectEntry.h"
#include "scripting/ScriptableComplex.h"
#include "BoundingObjects.h"
#include "EventHandlers.h"
#include "EntitySupport.h"
#include "ScriptObject.h"
#include "ps/XML/Xeromyces.h"
class CPlayer;
class CEntityTemplate : public CJSComplex<CEntityTemplate>, public IEventTarget
{
public:
CPlayer* m_player; // Which player this template is for, or null for the no-player template
// used to read unmodified values for upgrades and such.
CEntityTemplate( CPlayer* player );
~CEntityTemplate();
// 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
CEntityTemplate* m_base;
//bool m_extant;
// The unmodified, no-player version of this template
CEntityTemplate* m_unmodified;
// 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;
//SP properties
float m_staminaCurr;
float m_staminaMax;
// HP properties
float m_healthCurr;
float m_healthMax;
float m_healthRegenRate;
float m_healthRegenStart;
float m_healthDecayRate;
// Display properties
bool m_barsEnabled;
float m_barOffset;
float m_barHeight;
float m_barWidth;
float m_barBorderSize;
CStr m_barBorder;
float m_staminaBarHeight;
int m_staminaBarSize;
float m_staminaBarWidth;
int m_staminaBorderWidth;
int m_staminaBorderHeight;
CStr m_staminaBorderName;
float m_healthBarHeight;
int m_healthBarSize;
float m_healthBarWidth;
int m_healthBorderWidth;
int m_healthBorderHeight;
CStr m_healthBorderName;
float m_rankWidth;
float m_rankHeight;
//Rank properties
CStr m_rankName;
//Rally name
CStr m_rallyName;
float m_rallyWidth;
float m_rallyHeight;
// 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;
// Is this object a territory centre? (e.g. Settlements in 0AD)
bool m_isTerritoryCentre;
// Foundation entity, or "" for none
CStrW m_foundation;
// Socket entity that we can be built on, or "" for free placement
CStrW m_socket;
float m_speed;
float m_runSpeed;
float m_runRegenRate;
float m_runDecayRate;
bool m_passThroughAllies;
float m_runMaxRange;
float m_runMinRange;
int m_sectorDivs;
int m_pitchDivs;
float m_anchorConformX;
float m_anchorConformZ;
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
CEntityTemplate(const CEntityTemplate& rhs);
const CEntityTemplate& operator=(const CEntityTemplate& rhs);
static STL_HASH_SET<CStr, CStr_hash_compare> scriptsLoaded;
};
#endif