forked from 0ad/0ad
Ykkrosh
2ea40a23a3
Updated DLLs. Added DirectX headers/libraries, since they're not in the platform SDK. Fixed invalid STL iterator usage. Disabled STL in stack trace, since it breaks. Added comments for some reported warnings. Corrected some apparent off-by-one errors. Defined strlen_s to strnlen. Probably broke pre-beta2 versions of VC2005. This was SVN commit r2454.
58 lines
1.5 KiB
C++
Executable File
58 lines
1.5 KiB
C++
Executable File
#ifndef _OBJECTENTRY_H
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#define _OBJECTENTRY_H
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class CModel;
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class CSkeletonAnim;
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struct SPropPoint;
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#include <map>
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#include <vector>
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#include <map>
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#include "CStr.h"
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#include "ObjectBase.h"
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#include "Overlay.h"
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class CObjectEntry
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{
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public:
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CObjectEntry(int type, CObjectBase* base);
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~CObjectEntry();
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bool BuildRandomVariant(const CObjectBase::variation_key& vars, CObjectBase::variation_key::const_iterator vars_it);
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// Base actor. Contains all the things that don't change between
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// different variations of the actor.
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CObjectBase* m_Base;
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// texture name
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CStr m_TextureName;
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// model name
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CStr m_ModelName;
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// colour (used when doing alpha-channel colouring, but not doing player-colour)
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CColor m_Color;
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// (probable TODO: make colour a per-model thing, rather than per-objectEntry,
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// so we can have lots of colour variations without wasting memory on
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// lots of objectEntries)
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CModel* m_ProjectileModel;
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CModel* m_AmmunitionModel;
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SPropPoint* m_AmmunitionPoint;
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// Returns a randomly-chosen animation matching the given name.
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// If none is found, returns NULL.
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CSkeletonAnim* GetRandomAnimation(const CStr& animationName);
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// corresponding model
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CModel* m_Model;
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// type of object; index into object managers types array
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int m_Type;
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private:
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typedef std::multimap<CStr, CSkeletonAnim*> SkeletonAnimMap;
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SkeletonAnimMap m_Animations;
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// TODO: something more memory-efficient than storing loads of similar strings for each unit?
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};
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#endif
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